Estorrie Éternelle
estorriaeternalwiki
https://estorriaeternal.miraheze.org/wiki/Main_Page
MediaWiki 1.41.0
first-letter
Media
Special
Talk
User
User talk
Estorrie Éternelle
Estorrie Éternelle talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Module
Module talk
Main Page
0
1
1
2024-04-03T05:21:58Z
MediaWiki default
1
Welcome to Miraheze!
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
* [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users)
* [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]]
* [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.)
==== I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here:
* [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]]
* On [[phorge:|Phorge]]
* On [https://miraheze.org/discord Discord]
* On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat])
=== For visitors of this wiki ===
Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later!
070d9e6457eab136df99905438a1f57c037772b0
2
1
2024-04-06T10:30:21Z
Soileal
2
basic main page created
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This wiki serves as a basis for my (Soileal)'s worldbuilding project. It will host much of the information and lore of the world. The project is not driven by anything but me and my collaborators own motivation & creativity and therefore is subject to change and rewrites.
The writing will not be perfectly accurate or realistic. The lore will also borrow ideas from different franchises, and I apologize beforehand if anything seems directly ripped from another media; I try to transform ideas into my own, so if anything heavily resembles another from a different lore, it is by pure coincidence and unintended.
The wiki, outside of the main page & OTL notes sections, is written in a way where it does not give direct references to real life scenarios or events. Therefore, nothing is explicitly explained as a complete 1:1 parallel to our world. Some things will be left vague. It is left up to the reader to interpret parts of the lore.
Yes, there will be personal opinions inserted into the lore. Yes, there will be wishful thinking and unrealistic aspects. No, I will not change the lore to fit other’s beliefs unless I deem it interesting or necessary. It was made for fun, and that is it.
=== Current Lore Editors ===
Soileal, Evenski
4e85d27a562d07c7a7c28ddfc802e6cd964f58fe
3
2
2024-04-06T10:45:40Z
Soileal
2
wikitext
text/x-wiki
__NOTOC__
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:1.2em 0 3px 0; border:1px solid #ddd;"
| style="width:61%; color:#000;" |
{| style="width:280px; border:none; background:none;"
| style="width:280px; text-align:center; white-space:nowrap; color:#000;" |
<div style="font-size:162%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome To Estorria Eternal'''</div>
<div style="top:+0.2em; font-size:95%;"><small>''[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki!''</small></div>
<div id="edit count" style="font-size:85%;">[[Special:Statistics|{{NUMBEROFEDITS}}]] number of edits in the wiki!
<big>Today is {{CURRENTDAYNAME}} {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.</big>
</div>
|}
| style="width:13%; font-size:95%;" |
*[[Nations Of Estorria|Nationstates & Orders]]
*[[Geography Of Estorria|Geography]]
*[[Culture Of Estorria|Culture]]
*[[Religions of Estorria|Religion & Deities]]
| style="width:13%; font-size:95%;" |
*[[History Of Estorria|Historical Events]]
*[[Species Of Estorria|Species & Races]]
*[[Technology of Estorria|Technology]]
*[[Magic Systems|Magic]]
| style="width:13%; font-size:95%;" |
*[[List Of Cities|Cities & Towns]]
*[[List Of Regions|Geographical Regions]]
*[[Legends|Significant Individuals]]
*[[placeholder|Other Lore]]
| style="width:13%; font-size:95%;" |
|}
This wiki serves as a basis for my (Soileal)'s worldbuilding project, Estoria Eternal/Estorrie Eternelle, a gunpowder fantasy setting. It will host much of the information and lore of the world. The project is not driven by anything but me and my collaborators own motivation & creativity and therefore is subject to change and rewrites.
The writing will not be perfectly accurate or realistic. The lore will also borrow ideas from different franchises, and I apologize beforehand if anything seems directly ripped from another media; I try to transform ideas into my own, so if anything heavily resembles another from a different lore, it is by pure coincidence and unintended.
The wiki, outside of the main page & OTL notes sections, is written in a way where it does not give direct references to real life scenarios or events. Therefore, nothing is explicitly explained as a complete 1:1 parallel to our world. Some things will be left vague. It is left up to the reader to interpret parts of the lore.
Yes, there will be personal opinions inserted into the lore. Yes, there will be wishful thinking and unrealistic aspects. No, I will not change the lore to fit other’s beliefs unless I deem it interesting or necessary. It was made for fun, and that is it.
=== Current Lore Editors ===
Soileal, Evenski
834dbfda49d63f241b14d557b5955ea1e63d9869
4
3
2024-04-06T10:55:49Z
Soileal
2
renamed stuff
wikitext
text/x-wiki
__NOTOC__
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:1.2em 0 3px 0; border:1px solid #ddd;"
| style="width:61%; color:#000;" |
{| style="width:280px; border:none; background:none;"
| style="width:280px; text-align:center; white-space:nowrap; color:#000;" |
<div style="font-size:162%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome To Estorria Eternal'''</div>
<div style="top:+0.2em; font-size:95%;"><small>''[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki!''</small></div>
<div id="edit count" style="font-size:85%;">[[Special:Statistics|{{NUMBEROFEDITS}}]] number of edits in the wiki!
<big>Today is {{CURRENTDAYNAME}} {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.</big>
</div>
|}
| style="width:13%; font-size:95%;" |
*[[Nations Of Estorria|Nationstates & Orders]]
*[[Geography Of Estorria|Geography]]
*[[Culture Of Estorria|Culture]]
*[[Religions of Estorria|Religion & Deities]]
| style="width:13%; font-size:95%;" |
*[[History Of Estorria|Historical Events]]
*[[Encyclopédie Taxonomique d'Estorrie|Species & Races]]
*[[Technology of Estorria|Technology]]
*[[Encyclopédie Mystiques d'Estorrie|Magic]]
| style="width:13%; font-size:95%;" |
*[[List Of Cities|Cities & Towns]]
*[[List Of Regions|Geographical Regions]]
*[[Legends|Significant Individuals]]
*[[placeholder|Other Lore]]
| style="width:13%; font-size:95%;" |
|}
This wiki serves as a basis for my (Soileal)'s worldbuilding project, Estorria Eternal/Estorrie Eternelle, a gunpowder fantasy setting. It will host much of the information and lore of the world. The project is not driven by anything but me and my collaborators own motivation & creativity and therefore is subject to change and rewrites.
The writing will not be perfectly accurate or realistic. The lore will also borrow ideas from different franchises, and I apologize beforehand if anything seems directly ripped from another media; I try to transform ideas into my own, so if anything heavily resembles another from a different lore, it is by pure coincidence and unintended.
The wiki, outside of the main page & OTL notes sections, is written in a way where it does not give direct references to real life scenarios or events. Therefore, nothing is explicitly explained as a complete 1:1 parallel to our world. Some things will be left vague. It is left up to the reader to interpret parts of the lore.
Yes, there will be personal opinions inserted into the lore. Yes, there will be wishful thinking and unrealistic aspects. No, I will not change the lore to fit other’s beliefs unless I deem it interesting or necessary. It was made for fun, and that is it.
=== Current Lore Editors ===
Soileal, Evenski
44e9d7c8edac48547c87921b726318a97c232ed3
9
4
2024-04-06T11:10:29Z
Soileal
2
italic
wikitext
text/x-wiki
__NOTOC__
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:1.2em 0 3px 0; border:1px solid #ddd;"
| style="width:61%; color:#000;" |
{| style="width:280px; border:none; background:none;"
| style="width:280px; text-align:center; white-space:nowrap; color:#000;" |
<div style="font-size:162%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome To Estorria Eternal'''</div>
<div style="top:+0.2em; font-size:95%;"><small>''[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles in the wiki!''</small></div>
<div id="edit count" style="font-size:85%;">[[Special:Statistics|{{NUMBEROFEDITS}}]] number of edits in the wiki!
<big>Today is {{CURRENTDAYNAME}} {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.</big>
</div>
|}
| style="width:13%; font-size:95%;" |
*[[Nations Of Estorria|Nationstates & Orders]]
*[[Geography Of Estorria|Geography]]
*[[Culture Of Estorria|Culture]]
*[[Religions of Estorria|Religion & Deities]]
| style="width:13%; font-size:95%;" |
*[[History Of Estorria|Historical Events]]
*[[Encyclopédie Taxonomique d'Estorrie|Species & Races]]
*[[Technology of Estorria|Technology]]
*[[Encyclopédie Mystiques d'Estorrie|Magic]]
| style="width:13%; font-size:95%;" |
*[[List Of Cities|Cities & Towns]]
*[[List Of Regions|Geographical Regions]]
*[[Legends|Significant Individuals]]
*[[placeholder|Other Lore]]
| style="width:13%; font-size:95%;" |
|}
This wiki serves as a basis for my (Soileal)'s worldbuilding project, Estorria Eternal/Estorrie Eternelle, a gunpowder fantasy setting. It will host much of the information and lore of the world. The project is not driven by anything but me and my collaborators own motivation & creativity and therefore is subject to change and rewrites.
The writing will not be perfectly accurate or realistic. The lore will also borrow ideas from different franchises, and I apologize beforehand if anything seems directly ripped from another media; I try to transform ideas into my own, so if anything heavily resembles another from a different lore, it is by pure coincidence and unintended.
The wiki, outside of the main page & OTL notes sections, is written in a way where it does not give direct references to real life scenarios or events. Therefore, nothing is explicitly explained as a complete 1:1 parallel to our world. Some things will be left vague. It is left up to the reader to interpret parts of the lore.
Yes, there will be personal opinions inserted into the lore. Yes, there will be wishful thinking and unrealistic aspects. No, I will not change the lore to fit other’s beliefs unless I deem it interesting or necessary. It was made for fun, and that is it.
=== Current Lore Editors ===
''Soileal, Evenski''
5ced005fb2bf36aa2af6e3da9dc23d750ab55c5b
10
9
2024-04-06T11:14:56Z
Soileal
2
wikitext
text/x-wiki
__NOTOC__
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:1.2em 0 3px 0; border:1px solid #ddd;"
| style="width:61%; color:#000;" |
{| style="width:280px; border:none; background:none;"
| style="width:280px; text-align:center; white-space:nowrap; color:#000;" |
<div style="font-size:162%; border:none; margin:0; padding:.1em; color:#000;">'''Welcome To Estorria Eternal'''</div>
<div id="edit count" style="font-size:85%;"> Worldbuilding since October 5th, 2023. Wiki created 3rd April, 2024.
<div style="top:+0.2em; font-size:95%;"><small>''[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles created in the wiki!''</small></div>
<div id="edit count" style="font-size:85%;">[[Special:Statistics|{{NUMBEROFEDITS}}]] edits made to wiki since it's creation!
<big>Today is {{CURRENTDAYNAME}} {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.</big>
</div>
|}
| style="width:13%; font-size:95%;" |
*[[Nations Of Estorria|Nationstates & Orders]]
*[[Geography Of Estorria|Geography]]
*[[Culture Of Estorria|Culture]]
*[[Religions of Estorria|Religion & Deities]]
| style="width:13%; font-size:95%;" |
*[[History Of Estorria|Historical Events]]
*[[Encyclopédie Taxonomique d'Estorrie|Species & Races]]
*[[Technology of Estorria|Technology]]
*[[Encyclopédie Mystiques d'Estorrie|Magic]]
| style="width:13%; font-size:95%;" |
*[[List Of Cities|Cities & Towns]]
*[[List Of Regions|Geographical Regions]]
*[[Legends|Significant Individuals]]
*[[placeholder|Other Lore]]
| style="width:13%; font-size:95%;" |
|}
This wiki serves as a basis for my (Soileal)'s worldbuilding project, Estorria Eternal/Estorrie Eternelle, a gunpowder fantasy setting. It will host much of the information and lore of the world. The project is not driven by anything but me and my collaborators own motivation & creativity and therefore is subject to change and rewrites.
The writing will not be perfectly accurate or realistic. The lore will also borrow ideas from different franchises, and I apologize beforehand if anything seems directly ripped from another media; I try to transform ideas into my own, so if anything heavily resembles another from a different lore, it is by pure coincidence and unintended.
The wiki, outside of the main page & OTL notes sections, is written in a way where it does not give direct references to real life scenarios or events. Therefore, nothing is explicitly explained as a complete 1:1 parallel to our world. Some things will be left vague. It is left up to the reader to interpret parts of the lore.
Yes, there will be personal opinions inserted into the lore. Yes, there will be wishful thinking and unrealistic aspects. No, I will not change the lore to fit other’s beliefs unless I deem it interesting or necessary. It was made for fun, and that is it.
=== Current Lore Editors ===
''Soileal, Evenski''
ab8513e12ebf5cca05f5442993f7673976049738
Encyclopédie Taxonomique d'Estorrie
0
2
5
2024-04-06T10:59:19Z
Soileal
2
created for later
wikitext
text/x-wiki
placeholding
28fea2da939fb53150da0bf3ab081ee50e1fa004
6
5
2024-04-06T11:03:20Z
Soileal
2
moved existing text from doc
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
== Sentientis ==
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities.
=== '''<u>Prigenidae</u>''' ===
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
==== '''Humans''' ====
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
==== '''Faen''' ====
Faen, Fae, Fey, or Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae reside in large civilizations usually located in forests or grassland.
==== '''Drow''' ====
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows usually reside in hotter climates such as deserts and arid shrubland.
==== '''Coustilliers''' ====
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by a long-forgotten empire. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever. Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
==== '''Sunlanders''' ====
Sunlanders are red-skinned, horned, humanoid figures. With sharp, carnivorous teeth and excellent water retention, sunlanders hail from the most inhospitable deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
==== '''Davorans''' ====
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques.
==== '''Halflings''' ====
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities. Halflings have a lifespan similar to Davorans.
==== '''Orcs''' ====
Orcs, sometimes spelled as ‘Orks’, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
==== '''Goblins''' ====
Goblins are a race which share many defining characteristics with orcs. A key difference between these two races are builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~50.
=== '''<u>Hybrids</u>''' ===
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
==== '''Halfur''' ====
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
==== '''Drelvan''' ====
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
==== '''Horcs''' ====
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
==== '''Quarterlings''' ====
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
=== '''<u>Beastmen</u>''' ===
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the empires of old were able to hybridise species completely unrelated to each other. Beastmen races include;
==== '''Centaurs''' ====
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
==== '''Satyrs''' ====
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
==== '''Minotaurs''' ====
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
==== '''Harpies''' ====
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
==== '''Merfolk''' ====
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
==== '''Lamia''' ====
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
==== '''Felidae''' ====
Nuh uh
==== '''Mothmen''' ====
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
=== '''<u>True Beastmen</u>''' ===
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
==== '''Lizardkin''' ====
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
==== '''Gillbreathers''' ====
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
==== '''Webspinners''' ====
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
11200c4bf1cd812767db2c6b4a877898615348a2
7
6
2024-04-06T11:05:07Z
Soileal
2
moved more, added placeholder for fauna, flora, funga, pathogena
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
== Sentientis ==
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities.
=== '''<u>Prigenidae</u>''' ===
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
==== '''Humans''' ====
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
==== '''Faen''' ====
Faen, Fae, Fey, or Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae reside in large civilizations usually located in forests or grassland.
==== '''Drow''' ====
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows usually reside in hotter climates such as deserts and arid shrubland.
==== '''Coustilliers''' ====
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by a long-forgotten empire. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever. Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
==== '''Sunlanders''' ====
Sunlanders are red-skinned, horned, humanoid figures. With sharp, carnivorous teeth and excellent water retention, sunlanders hail from the most inhospitable deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
==== '''Davorans''' ====
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques.
==== '''Halflings''' ====
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities. Halflings have a lifespan similar to Davorans.
==== '''Orcs''' ====
Orcs, sometimes spelled as ‘Orks’, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
==== '''Goblins''' ====
Goblins are a race which share many defining characteristics with orcs. A key difference between these two races are builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~50.
=== '''<u>Hybrids</u>''' ===
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
==== '''Halfur''' ====
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
==== '''Drelvan''' ====
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
==== '''Horcs''' ====
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
==== '''Quarterlings''' ====
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
=== '''<u>Beastmen</u>''' ===
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the empires of old were able to hybridise species completely unrelated to each other. Beastmen races include;
==== '''Centaurs''' ====
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
==== '''Satyrs''' ====
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
==== '''Minotaurs''' ====
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
==== '''Harpies''' ====
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
==== '''Merfolk''' ====
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
==== '''Lamia''' ====
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
==== '''Felidae''' ====
Nuh uh
==== '''Mothmen''' ====
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
=== '''<u>True Beastmen</u>''' ===
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
==== '''Lizardkin''' ====
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
==== '''Gillbreathers''' ====
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
==== '''Webspinners''' ====
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
=== '''<u>Divine Races</u>''' ===
The Divine Races are races who are related to the tripantheon. They are rare and usually do not meddle in the realm of the living.
==== '''Prigenios''' ====
The elder race in which nearly all sentients are derived from. They were described as upright, bipedal, with two legs and arms, but otherwise featureless. The race itself has been extinct for millenia, though its derivatives live on.
==== '''Seraphs''' ====
Servants of the tripantheon, angels rarely are ever seen. The Seraph race, commonly known to mortals as angels, reside in Regnum Deorum, and only visit the realm of the living when tasked by gods to do their bidding. Angels are theorised to be immortal; age does not weary them. Angels have been described to be ‘perfect’ looking, with no flaws in their appearance, posturing and mannerisms.
==== '''Liches''' ====
Naturally chaotic and born to spread disorder, Liches are not too dissimilar to angels. Liches were created as a natural balance to counteract the power of angels and the Tripantheon by none other than by the gods themselves. Liches take the form of sickly-looking humans, with abnormally tall and slim builds. Liches are the most observed of the Divine Races, usually meddling in political affairs to cause maximum death, tragedy and chaos.
=== '''<u>Anomalic</u>''' ===
Anomalic races are races which don’t fit into the four other categories.
==== '''Dryads''' ====
On the line between sentient and fauna, the Dryad race are long-lived tree-related entities created on a whim thousands of years ago by the gods. With a strong connection to nature, the Dryads are distinctly made of organic plant matter, such as wood as meat and leaves for hair. The dryads carry a notable affinity with Botanimancy and Terramancy, and are observed to naturally be gifted with knowledge of these two arts from birth. Personality wise, dryads are known to be a generous and solitary race.
==== '''Elementals''' ====
Beings of pure potentia, Elementals are a race created by natural phenomena or by magic. Elementals are sentient vessels of elements, such as fire and earth. They have no higher cognitive function, but are still classified as sentient as they are capable of basic problem solving akin to that of a sapient. They have an extremely puny life span of no longer than a week.
==== '''Slimen''' ====
A unique slimoid-esque race, the Slimen are composed of a gelatinous substance taking the form of a humanoid. This form can be changed at will, but Slimen are most comfortable in the rough shape of a human. Incapable of magic and not having the best cognitive abilities, Slimen are usually seen in roles such as chimney-sweeps, janitors and mineshaft workers. Slimen also have a unique property in which they are particularly invulnerable to physical damage, however traumatic shock as well as extreme cold and heat can easily disorient or kill a member of this race.
==== '''Shapeshifters''' ====
Theorised to be a distant cousin of the Slimen, the shapeshifter race is a mysterious one. Without a clear form or appearance, shapeshifters only maintain their internal structure. The main ability of this species is changing their form and looks at will. Shapeshifters unique biology has a high upkeep, and therefore the race is incapable of magic. Shapeshifters have a lifespan of around ~60 years.
==== '''The Armored''' ====
An artificial race created from magic, ‘the Armored’ litter the many abandoned subterranean civilizations and dungeons present across Estorria. With no organic matter, the Armored take the shape of a full set of plate armour. Not truly ‘living’, the race acts similarly to automatons or golems with a distinct, rigid schedule and machine-like relentlessness.
== Fauna ==
== Flora ==
== Funga ==
== Pathogena ==
fbfe589e40b1173bae00bcf1f68e52e501b2e15f
14
7
2024-04-20T11:20:08Z
Soileal
2
oeoeooaoaoaoaoao added info and shit idfk
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
= Sentientis =
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities.
== Prigenidae ==
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
=== '''Humans''' ===
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
=== '''Faen''' ===
Faen, Fae, Fey, Elves, or more technically Common Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae are native to the northeastern Dragos Peninsula, where they have built and maintained a continuous empire since the [[Premier Era]].
=== '''Drow''' ===
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows evolved from Common Faen around the Premier Era after a large exodus in the wake of Impiorer Mordrel II's 'Reign of Terror', towards hotter and drier climates in the Degrios Plateaus (Visi Plateau), where they have established their homeland. However, their lands are currently under Visean occupation after the most recent Visean-Degrios war. Since the late Premier Era, Drow have entrenched themselves in minority communities across the world.
=== '''Coustilliers''' ===
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by the [[First Visean Imperium]] around 720 PE. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever. Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
=== '''Sunlanders''' ===
Sunlanders are red-skinned, horned, humanoid figures. With sharp, carnivorous teeth and excellent water retention, sunlanders hail from the most inhospitable deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
=== '''Davorans''' ===
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques. Davoran
=== '''Halflings''' ===
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities. Halflings have a lifespan similar to Davorans.
=== '''Orcs''' ===
Orcs, sometimes spelled as ‘Orks’, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
=== '''Goblins''' ===
Goblins are a race which share many defining characteristics with orcs. A key difference between these two races are their builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~30.
== '''Hybrids''' ==
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
=== '''Halfur''' ===
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
=== '''Drelvan''' ===
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
=== '''Horcs''' ===
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
=== '''Quarterlings''' ===
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
== '''Beastmen''' ==
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the [[First Potejic Order]] were able to hybridise species completely unrelated to each other. Beastmen races include;
=== '''Centaurs''' ===
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
=== '''Satyrs''' ===
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
=== '''Minotaurs''' ===
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
=== '''Harpies''' ===
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
=== '''Merfolk''' ===
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
=== '''Lamia''' ===
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
=== '''Felidae''' ===
Nuh uh
=== '''Mothmen''' ===
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
== '''True Beastmen''' ==
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
=== '''Lizardkin''' ===
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
=== '''Gillbreathers''' ===
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
=== '''Webspinners''' ===
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
== '''Divine Races''' ==
The Divine Races are races who are related to the tripantheon. They are rare and usually do not meddle in the realm of the living.
=== '''Prigenios''' ===
The elder race in which nearly all sentients are derived from. They were described as upright, bipedal, with two legs and arms, but otherwise featureless. The race itself has been extinct for millenia, with the last recorded instance of a living Prigenios being from the early Premier Era, though its derivatives live on.
=== '''Seraphs''' ===
Servants of the tripantheon, angels rarely are ever seen. The Seraph race, commonly known to mortals as angels, reside in Regnum Deorum, and only visit the realm of the living when tasked by gods to do their bidding. Angels are theorised to be immortal; age does not weary them. Angels have been described to be ‘perfect’ looking, with no flaws in their appearance, posturing and mannerisms.
=== '''Liches''' ===
Naturally chaotic and born to spread disorder, Liches are not too dissimilar to angels. Liches were created as a natural balance to counteract the power of angels and the Tripantheon by none other than by the gods themselves. Liches take the form of sickly-looking humans, with abnormally tall and slim builds. Liches are the most observed of the Divine Races, usually meddling in political affairs to cause maximum death, tragedy and chaos.
== '''Anomalic''' ==
Anomalic races are races which don’t fit into the four other categories.
=== '''Dryads''' ===
On the line between sentient and fauna, the Dryad race are long-lived tree-related entities created on a whim thousands of years ago by the gods. With a strong connection to nature, the Dryads are distinctly made of organic plant matter, such as wood as meat and leaves for hair. The dryads carry a notable affinity with Botanimancy and Terramancy, and are observed to naturally be gifted with knowledge of these two arts from birth. Personality wise, dryads are known to be a generous and solitary race.
=== '''Elementals''' ===
Beings of pure potentia, Elementals are a race created by natural phenomena or by magic. Elementals are sentient vessels of elements, such as fire and earth. They have no higher cognitive function, but are still classified as sentient as they are capable of basic problem solving akin to that of a sapient. They have an extremely puny life span of no longer than a week.
=== '''Slimen''' ===
A unique slimoid-esque race, the Slimen are composed of a gelatinous substance taking the form of a humanoid. This form can be changed at will, but Slimen are most comfortable in the rough shape of a human. Incapable of magic and not having the best cognitive abilities, Slimen are usually seen in roles such as chimney-sweeps, janitors and mineshaft workers. Slimen also have a unique property in which they are particularly invulnerable to physical damage, however traumatic shock as well as extreme cold and heat can easily disorient or kill a member of this race.
=== '''Shapeshifters''' ===
Theorised to be a distant cousin of the Slimen, the shapeshifter race is a mysterious one. Without a clear form or appearance, shapeshifters only maintain their internal structure. The main ability of this species is changing their form and looks at will. Shapeshifters unique biology has a high upkeep, and therefore the race is incapable of magic. Shapeshifters have a lifespan of around ~60 years.
=== '''The Armored''' ===
An artificial race created by the [[First Potejic Order]], ‘the Armored’ litter the many abandoned subterranean civilizations and dungeons present across Estorria. With no organic matter, the Armored take the shape of a full set of plate armour. Not truly ‘living’, the race acts similarly to automatons or golems with a distinct, rigid schedule and machine-like relentlessness.
= Fauna =
= Flora =
= Funga =
= Pathogena =
93d7a3c7738c3d05cf1e7ac43051b68b1085f11e
15
14
2024-04-20T11:21:05Z
Soileal
2
unbolded
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
= Sentientis =
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities.
== Prigenidae ==
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
=== Humans ===
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
=== Faen ===
Faen, Fae, Fey, Elves, or more technically Common Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae are native to the northeastern Dragos Peninsula, where they have built and maintained a continuous empire since the [[Premier Era]].
=== Drow ===
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows evolved from Common Faen around the Premier Era after a large exodus in the wake of Impiorer Mordrel II's 'Reign of Terror', towards hotter and drier climates in the Degrios Plateaus (Visi Plateau), where they have established their homeland. However, their lands are currently under Visean occupation after the most recent Visean-Degrios war. Since the late Premier Era, Drow have entrenched themselves in minority communities across the world.
=== Coustilliers ===
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by the [[First Visean Imperium]] around 720 PE. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever. Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
=== Sunlanders ===
Sunlanders are red-skinned, horned, humanoid figures. With sharp, carnivorous teeth and excellent water retention, sunlanders hail from the most inhospitable deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
=== Davorans ===
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques. Davoran
=== Halflings ===
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities. Halflings have a lifespan similar to Davorans.
=== Orcs ===
Orcs, sometimes spelled as ‘Orks’, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
=== Goblins ===
Goblins are a race which share many defining characteristics with orcs. A key difference between these two races are their builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~30.
== Hybrids ==
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
=== Halfur ===
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
=== Drelvan ===
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
=== Horcs ===
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
=== Quarterlings ===
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
== Beastmen ==
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the [[First Potejic Order]] were able to hybridise species completely unrelated to each other. Beastmen races include;
=== Centaurs ===
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
=== Satyrs ===
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
=== Minotaurs ===
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
=== Harpies ===
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
=== Merfolk ===
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
=== Lamia ===
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
=== Felidae ===
Nuh uh
=== Mothmen ===
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
== True Beastmen ==
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
=== Lizardkin ===
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
=== Gillbreathers ===
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
=== Webspinners ===
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
== Divine Races ==
The Divine Races are races who are related to the tripantheon. They are rare and usually do not meddle in the realm of the living.
=== Prigenios ===
The elder race in which nearly all sentients are derived from. They were described as upright, bipedal, with two legs and arms, but otherwise featureless. The race itself has been extinct for millenia, with the last recorded instance of a living Prigenios being from the early Premier Era, though its derivatives live on.
=== Seraphs ===
Servants of the tripantheon, angels rarely are ever seen. The Seraph race, commonly known to mortals as angels, reside in Regnum Deorum, and only visit the realm of the living when tasked by gods to do their bidding. Angels are theorised to be immortal; age does not weary them. Angels have been described to be ‘perfect’ looking, with no flaws in their appearance, posturing and mannerisms.
=== Liches ===
Naturally chaotic and born to spread disorder, Liches are not too dissimilar to angels. Liches were created as a natural balance to counteract the power of angels and the Tripantheon by none other than by the gods themselves. Liches take the form of sickly-looking humans, with abnormally tall and slim builds. Liches are the most observed of the Divine Races, usually meddling in political affairs to cause maximum death, tragedy and chaos.
== Anomalic ==
Anomalic races are races which don’t fit into the four other categories.
=== Dryads ===
On the line between sentient and fauna, the Dryad race are long-lived tree-related entities created on a whim thousands of years ago by the gods. With a strong connection to nature, the Dryads are distinctly made of organic plant matter, such as wood as meat and leaves for hair. The dryads carry a notable affinity with Botanimancy and Terramancy, and are observed to naturally be gifted with knowledge of these two arts from birth. Personality wise, dryads are known to be a generous and solitary race.
=== Elementals ===
Beings of pure potentia, Elementals are a race created by natural phenomena or by magic. Elementals are sentient vessels of elements, such as fire and earth. They have no higher cognitive function, but are still classified as sentient as they are capable of basic problem solving akin to that of a sapient. They have an extremely puny life span of no longer than a week.
=== Slimen ===
A unique slimoid-esque race, the Slimen are composed of a gelatinous substance taking the form of a humanoid. This form can be changed at will, but Slimen are most comfortable in the rough shape of a human. Incapable of magic and not having the best cognitive abilities, Slimen are usually seen in roles such as chimney-sweeps, janitors and mineshaft workers. Slimen also have a unique property in which they are particularly invulnerable to physical damage, however traumatic shock as well as extreme cold and heat can easily disorient or kill a member of this race.
=== Shapeshifters ===
Theorised to be a distant cousin of the Slimen, the shapeshifter race is a mysterious one. Without a clear form or appearance, shapeshifters only maintain their internal structure. The main ability of this species is changing their form and looks at will. Shapeshifters unique biology has a high upkeep, and therefore the race is incapable of magic. Shapeshifters have a lifespan of around ~60 years.
=== The Armored ===
An artificial race created by the [[First Potejic Order]], ‘the Armored’ litter the many abandoned subterranean civilizations and dungeons present across Estorria. With no organic matter, the Armored take the shape of a full set of plate armour. Not truly ‘living’, the race acts similarly to automatons or golems with a distinct, rigid schedule and machine-like relentlessness.
= Fauna =
= Flora =
= Funga =
= Pathogena =
7bc16058779d6f1a94258be122d93def2685c88a
16
15
2024-04-20T11:35:09Z
Soileal
2
more info
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
= Sentientis =
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities and a common ancestor.
== Prigenidae ==
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
=== Humans ===
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions, though most are centralized in the [[Civeast]] region, with some sects having colonized parts of the Westerlands, particularly the [[Ekimora Islands]]. Their prime claim to fame is their large scale domination of the Civeast through the Visea, which in its current form takes shape of the [[République de Viseaux|Republic of Visea]]. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
=== Faen ===
Faen, Fae, Fey, Elves, or more technically Common Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae are native to the northeastern Dragos Peninsula, where they have built and maintained a continuous empire since the [[Premier Era]].
=== Drow ===
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows evolved from Common Faen around the Premier Era after a large exodus in the wake of Impiorer Mordrel II's 'Reign of Terror', towards hotter and drier climates in the [[Degrios Plateau|Degrios Plateaus (Visi Plateau)]], where they have established their homeland. However, their lands are currently under Visean occupation after the most recent [[Seventh Visean-Degrios War|Visean-Degrios war]]. Since the late Premier Era, Drow have entrenched themselves in minority communities across the world.
=== Coustilliers ===
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by the [[First Visean Imperium]] around 720 PE. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast wound healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins via direct consumption through potentia harvesting means. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever (despite their inherent relationship with it). Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
=== Sunlanders ===
Sunlanders are red-skinned, horned, humanoid figures, evolving from baseline Humans in around 500 PE through meddling by the God of Fire, Thermius. With sharp, carnivorous teeth and excellent water retention, Sunlanders hail from the most inhospitable dry deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
=== Davorans ===
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques. Davoran
=== Halflings ===
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities around [[Civeast]]. Halflings have a lifespan similar to Davorans.
=== Orcs ===
Orcs, sometimes spelled as ‘Orks’, enonymically known as Krugs, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
=== Goblins ===
Goblins, endonymically known as Kas, are a race which share many defining characteristics with orcs. A key difference between these two races are their builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~30.
== Hybrids ==
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
=== Halfur ===
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
=== Drelvan ===
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
=== Horcs ===
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
=== Quarterlings ===
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
== Beastmen ==
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the [[First Potejic Order]] were able to hybridise species completely unrelated to each other. Beastmen races include;
=== Centaurs ===
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
=== Satyrs ===
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
=== Minotaurs ===
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
=== Harpies ===
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
=== Merfolk ===
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
=== Lamia ===
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
=== Felidae ===
Nuh uh
=== Mothmen ===
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
== True Beastmen ==
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
=== Lizardkin ===
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
=== Gillbreathers ===
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
=== Webspinners ===
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
== Divine Races ==
The Divine Races are races who are related to the tripantheon. They are rare and usually do not meddle in the realm of the living.
=== Prigenios ===
The elder race in which nearly all sentients are derived from. They were described as upright, bipedal, with two legs and arms, but otherwise featureless. The race itself has been extinct for millenia, with the last recorded instance of a living Prigenios being from the early Premier Era, though its derivatives live on.
=== Seraphs ===
Servants of the tripantheon, angels rarely are ever seen. The Seraph race, commonly known to mortals as angels, reside in Regnum Deorum, and only visit the realm of the living when tasked by gods to do their bidding. Angels are theorised to be immortal; age does not weary them. Angels have been described to be ‘perfect’ looking, with no flaws in their appearance, posturing and mannerisms.
=== Liches ===
Naturally chaotic and born to spread disorder, Liches are not too dissimilar to angels. Liches were created as a natural balance to counteract the power of angels and the Tripantheon by none other than by the gods themselves. Liches take the form of sickly-looking humans, with abnormally tall and slim builds. Liches are the most observed of the Divine Races, usually meddling in political affairs to cause maximum death, tragedy and chaos.
== Anomalic ==
Anomalic races are races which don’t fit into the four other categories.
=== Dryads ===
On the line between sentient and fauna, the Dryad race are long-lived tree-related entities created on a whim thousands of years ago by the gods. With a strong connection to nature, the Dryads are distinctly made of organic plant matter, such as wood as meat and leaves for hair. The dryads carry a notable affinity with Botanimancy and Terramancy, and are observed to naturally be gifted with knowledge of these two arts from birth. Personality wise, dryads are known to be a generous and solitary race.
=== Elementals ===
Beings of pure potentia, Elementals are a race created by natural phenomena or by magic. Elementals are sentient vessels of elements, such as fire and earth. They have no higher cognitive function, but are still classified as sentient as they are capable of basic problem solving akin to that of a sapient. They have an extremely puny life span of no longer than a week.
=== Slimen ===
A unique slimoid-esque race, the Slimen are composed of a gelatinous substance taking the form of a humanoid. This form can be changed at will, but Slimen are most comfortable in the rough shape of a human. Incapable of magic and not having the best cognitive abilities, Slimen are usually seen in roles such as chimney-sweeps, janitors and mineshaft workers. Slimen also have a unique property in which they are particularly invulnerable to physical damage, however traumatic shock as well as extreme cold and heat can easily disorient or kill a member of this race.
=== Shapeshifters ===
Theorised to be a distant cousin of the Slimen, the shapeshifter race is a mysterious one. Without a clear form or appearance, shapeshifters only maintain their internal structure. The main ability of this species is changing their form and looks at will. Shapeshifters unique biology has a high upkeep, and therefore the race is incapable of magic. Shapeshifters have a lifespan of around ~60 years.
=== The Armored ===
An artificial race created by the [[First Potejic Order]], ‘the Armored’ litter the many abandoned subterranean civilizations and dungeons present across Estorria. With no organic matter, the Armored take the shape of a full set of plate armour. Not truly ‘living’, the race acts similarly to automatons or golems with a distinct, rigid schedule and machine-like relentlessness.
= Fauna =
= Flora =
= Funga =
= Pathogena =
c0a3e8753564efbe2f7911a932af50245cec561a
17
16
2024-04-20T11:35:31Z
Soileal
2
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
= Sentientis =
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities and a common ancestor.
== Prigenidae ==
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
=== Humans ===
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions, though most are centralized in the [[Civeast]] region, with some sects having colonized parts of the Westerlands, particularly the [[Ekimora Islands]]. Their prime claim to fame is their large scale domination of the [[Civeast]] through the Visea, which in its current form takes shape of the [[République de Viseaux|Republic of Visea]]. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
=== Faen ===
Faen, Fae, Fey, Elves, or more technically Common Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae are native to the northeastern Dragos Peninsula, where they have built and maintained a continuous empire since the [[Premier Era]].
=== Drow ===
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows evolved from Common Faen around the Premier Era after a large exodus in the wake of Impiorer Mordrel II's 'Reign of Terror', towards hotter and drier climates in the [[Degrios Plateau|Degrios Plateaus (Visi Plateau)]], where they have established their homeland. However, their lands are currently under Visean occupation after the most recent [[Seventh Visean-Degrios War|Visean-Degrios war]]. Since the late Premier Era, Drow have entrenched themselves in minority communities across the world.
=== Coustilliers ===
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by the [[First Visean Imperium]] around 720 PE. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast wound healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins via direct consumption through potentia harvesting means. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever (despite their inherent relationship with it). Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
=== Sunlanders ===
Sunlanders are red-skinned, horned, humanoid figures, evolving from baseline Humans in around 500 PE through meddling by the God of Fire, Thermius. With sharp, carnivorous teeth and excellent water retention, Sunlanders hail from the most inhospitable dry deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
=== Davorans ===
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques. Davoran
=== Halflings ===
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities around [[Civeast]]. Halflings have a lifespan similar to Davorans.
=== Orcs ===
Orcs, sometimes spelled as ‘Orks’, enonymically known as Krugs, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
=== Goblins ===
Goblins, endonymically known as Kas, are a race which share many defining characteristics with orcs. A key difference between these two races are their builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~30.
== Hybrids ==
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
=== Halfur ===
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
=== Drelvan ===
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
=== Horcs ===
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
=== Quarterlings ===
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
== Beastmen ==
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the [[First Potejic Order]] were able to hybridise species completely unrelated to each other. Beastmen races include;
=== Centaurs ===
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
=== Satyrs ===
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
=== Minotaurs ===
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
=== Harpies ===
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
=== Merfolk ===
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
=== Lamia ===
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
=== Felidae ===
Nuh uh
=== Mothmen ===
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
== True Beastmen ==
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
=== Lizardkin ===
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
=== Gillbreathers ===
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
=== Webspinners ===
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
== Divine Races ==
The Divine Races are races who are related to the tripantheon. They are rare and usually do not meddle in the realm of the living.
=== Prigenios ===
The elder race in which nearly all sentients are derived from. They were described as upright, bipedal, with two legs and arms, but otherwise featureless. The race itself has been extinct for millenia, with the last recorded instance of a living Prigenios being from the early Premier Era, though its derivatives live on.
=== Seraphs ===
Servants of the tripantheon, angels rarely are ever seen. The Seraph race, commonly known to mortals as angels, reside in Regnum Deorum, and only visit the realm of the living when tasked by gods to do their bidding. Angels are theorised to be immortal; age does not weary them. Angels have been described to be ‘perfect’ looking, with no flaws in their appearance, posturing and mannerisms.
=== Liches ===
Naturally chaotic and born to spread disorder, Liches are not too dissimilar to angels. Liches were created as a natural balance to counteract the power of angels and the Tripantheon by none other than by the gods themselves. Liches take the form of sickly-looking humans, with abnormally tall and slim builds. Liches are the most observed of the Divine Races, usually meddling in political affairs to cause maximum death, tragedy and chaos.
== Anomalic ==
Anomalic races are races which don’t fit into the four other categories.
=== Dryads ===
On the line between sentient and fauna, the Dryad race are long-lived tree-related entities created on a whim thousands of years ago by the gods. With a strong connection to nature, the Dryads are distinctly made of organic plant matter, such as wood as meat and leaves for hair. The dryads carry a notable affinity with Botanimancy and Terramancy, and are observed to naturally be gifted with knowledge of these two arts from birth. Personality wise, dryads are known to be a generous and solitary race.
=== Elementals ===
Beings of pure potentia, Elementals are a race created by natural phenomena or by magic. Elementals are sentient vessels of elements, such as fire and earth. They have no higher cognitive function, but are still classified as sentient as they are capable of basic problem solving akin to that of a sapient. They have an extremely puny life span of no longer than a week.
=== Slimen ===
A unique slimoid-esque race, the Slimen are composed of a gelatinous substance taking the form of a humanoid. This form can be changed at will, but Slimen are most comfortable in the rough shape of a human. Incapable of magic and not having the best cognitive abilities, Slimen are usually seen in roles such as chimney-sweeps, janitors and mineshaft workers. Slimen also have a unique property in which they are particularly invulnerable to physical damage, however traumatic shock as well as extreme cold and heat can easily disorient or kill a member of this race.
=== Shapeshifters ===
Theorised to be a distant cousin of the Slimen, the shapeshifter race is a mysterious one. Without a clear form or appearance, shapeshifters only maintain their internal structure. The main ability of this species is changing their form and looks at will. Shapeshifters unique biology has a high upkeep, and therefore the race is incapable of magic. Shapeshifters have a lifespan of around ~60 years.
=== The Armored ===
An artificial race created by the [[First Potejic Order]], ‘the Armored’ litter the many abandoned subterranean civilizations and dungeons present across Estorria. With no organic matter, the Armored take the shape of a full set of plate armour. Not truly ‘living’, the race acts similarly to automatons or golems with a distinct, rigid schedule and machine-like relentlessness.
= Fauna =
= Flora =
= Funga =
= Pathogena =
1066d27a7581695694d8fd324c72a1b032ec4536
22
17
2024-04-21T05:46:22Z
Soileal
2
wikitext
text/x-wiki
Many species inhabit the world of Estorria. Three main ‘kingdoms’ are accepted to exist by the ''Taxonomic Encyclopedia of Estorria'' - Faunus, Botanicus, and Sentientis, corresponding to animal life, plant life, and sentient life. The kingdoms of Funga and Pathogena are also observed as ‘subkingdoms’ under Botanicus and Faunus respectively.
= Sentientis =
Sentientis describes life which is capable of higher thinking, and civilization-building. Most species under the Sentientis kingdom descend from the Prigenios race and therefore share many similarities and a common ancestor.
== Prigenidae ==
‘Prigenidae’ refers to races which can trace their heritage back to the Prigenios precursor race. Prigeni races include;
=== Humans ===
Common, adaptable, strong-willed, and compatible. Humans are the prime ‘all-rounder’ race present across Estorria with populations in the billions, though most are centralized in the [[Civeast]] region, with some sects having colonized parts of the Westerlands, particularly the [[Ekimora Islands]]. Their prime claim to fame is their large scale domination of the [[Civeast]] through the Visea, which in its current form takes shape of the [[République de Viseaux|Republic of Visea]]. Not particularly skilled in any art, and not particularly naturally disadvantaged in any other, Humans have been shown to be an extremely versatile race, with several different phenotypes arising from their prolonged presence in different living conditions across the world. They are also noted as being the most compatible race for hybridization. Humans can fit many different roles and the average Human can do so for a respectable ~100 years.
=== Faen ===
Faen, Fae, Fey, Elves, or more technically Common Elves, are not too dissimilar to Humans. Denoted by their slightly taller on average, with pointed ears, lighter hair and skin tones, and slimmer builds, Faen are renowned as traditionalists and hunters. Fae have a high lifespan of around 300-400 years. They inherently have stronger potentia control, and are specifically attuned to the schools of Terra and Lumor. Fae were native to the eastern Kurren Woodlands, but have since migrated.
=== Drow ===
The Drow are a race which share many characteristics with the Faen. Sometimes known as ‘dark faen’ or ‘dark elves’, the drow possess darker skin tones and pearly white eyes. They share the same lifespan and inherent potentia control as Faens, but with a specific strength in regards to Abstractus and Tenebrae. Drows evolved from Common Faen around the Premier Era after a large exodus in the wake of Impiorer Mordrel II's 'Reign of Terror', towards hotter and drier climates in the [[Degrios Plateau|Degrios Plateaus (Visi Plateau)]], where they have established their homeland. However, their lands are currently under Visean occupation after the most recent [[Seventh Visean-Degrios War|Visean-Degrios war]]. Since the late Premier Era, Drow have entrenched themselves in minority communities across the world.
=== Coustilliers ===
Coustilliers are a unique race of unique heritage. Not a pure race by most definitions, Coustilliers are derived from magical experiments on half-orc populations by the [[First Visean Imperium]] around 720 PE. Resembling larger built humans, Coustilliers are characterised by their emotionless personalities and piercing red-eyed gaze. Physically gifted, Coustilliers are a born and bred warrior race, yet conformist and obedient. With a unique biology which allows for fast wound healing and resistance to physical trauma, members of this race require constant potentia to be flowing through their veins via direct consumption through potentia harvesting means. Therefore, Coustilliers are extremely high maintenance and focus entirely on physical prowess, with no magical abilities whatsoever (despite their inherent relationship with it). Their unique niche has found them becoming the brunt of many elite military and mercenary organisations. They have a short lifespan of ~40 years.
=== Sunlanders ===
Sunlanders are red-skinned, horned, humanoid figures, evolving from baseline Humans in around 500 PE through meddling by the God of Fire, Thermius. With sharp, carnivorous teeth and excellent water retention, Sunlanders hail from the most inhospitable dry deserts. These Sunlanders have a unique biology which allows for fire to be expelled from their mouths, as well as an inherent affinity for Pyromancy and Thermomancy. Sunlanders usually live in nomadic tribes and are rarely ever seen outside of their desert environments due to their low cold tolerance.
=== Davorans ===
Davorans, commonly known as Dwarves or as ‘Dwarfs’, are characterised by their short stature, extreme facial hair growth, and above average lifespan of around ~120. They are usually an isolationist race, residing underground in their own civilizations separate from the surface. Davorans are born with a lower than average control of potentia, but are known to possess a unique affinity for runecasting techniques. Davoran
=== Halflings ===
Halflings, sometimes known as Hobbits, are a humanoid race. Closely related to Davorans, halflings are surface-dwellers known as a less isolationist and more agriculture-oriented race. With this, they are usually seen in small rural communities around [[Civeast]]. Halflings have a lifespan similar to Davorans.
=== Orcs ===
Orcs, sometimes spelled as ‘Orks’, enonymically known as Krugs, are a warlike race characterised by their large, muscly builds, and usually green skin (though red-skin phenotypes exist). Much of them live in separated ‘raider’ tribes. Extreme distrust exists between orcs and other races. Orcs traditionally are more martial-oriented, and are born with an inherent potentia incompetence. Orc metabolism cuts lifespans down to around ~50.
=== Goblins ===
Goblins, endonymically known as Kas, are a race which share many defining characteristics with orcs. A key difference between these two races are their builds. Goblins possess similar height to Davorans or Halflings. Goblins are born with an extreme incompetence for sorcery. Goblins are cursed with a short lifespan of ~30.
== Hybrids ==
Hybrid races are races which exist via intermingling between sentient races. There are many hybrid races due to the vast history of Estorria giving rise to hundreds of interspecies cultures and civilizations, however the most prominent and common hybrid races are as follows;
=== Halfur ===
Half-feyan, half-human hybrids, Halfur are known by a myriad of names. By far the most populous and influential hybridised race, the Halfur come from the extensive shared history between human-fey civilization. With the strong-mindedness and adaptability of humans, and the inherent magical connection of Feys, Halfur regularly exceeds the capabilities of their parents. However due to the nature of hybrid races, a portion of the members of this race are born sterile, and are more susceptible to disease. Halfur have an above-average lifespan of around ~200 years. Halfur are noted to be generally more discriminated against by both human and fey civilizations, and some prefer solitude or to form unique Halfur-dominated settlements.
=== Drelvan ===
A mix between Drows and Feyans, Drelvans inherit characteristics from both races. With little welcoming societies or cultures, Drelvan are driven to become nomads and adventurers. The Drelvan do not inherit any of their parent’s distinct affinities for magical arts.
=== Horcs ===
Horcs are half-orc, half human hybrids. Physically stronger than their human parents, and with a longer lifespan than their Orc parents, Horcs are usually known for their unique charisma despite their still brawly and built looks. Horcs are born sterile and cannot reproduce, and are susceptible to disease, like many other hybrids.
=== Quarterlings ===
The Quarterlings are a hybrid race of humans and halflings. Many Quarterlings prefer alternative names such as half-halflings when referred to as they see ‘quarterling’ as a sort of pun at their expense4. Quarterlings can pass as both pureblood human and halfling due to their middle-of-the-range height being slightly below average for humans and slightly above average for halflings. Quarterlings are born with the standard sterility and weaker immune system that most hybrids have.
== Beastmen ==
Beastmen are races which share both sentient and animalistic characteristics. Beastmen are seen as a sort of ‘hybrid’ between normal Prigenidae races and fauna. It is speculated that through a long-lost mystic art, the [[First Potejic Order]] were able to hybridise species completely unrelated to each other. Beastmen races include;
=== Centaurs ===
Centaurs are half-prigenidae (usually Human or Fae), half-horse creatures. They possess the upper body of a prigenidae, and the lower body and legs of a horse. Centaurs are largely nomadic and wild, though some select populations have integrated into various states around the world. Centaurs are renowned for their great speed and their ability to be employed into work as cavalry.
=== Satyrs ===
Undoubtedly the least beast-like race in the category, Satyrs take the form of Fae or Humans, with the added horn-like growths on the scalp resembling that of a goat or deer, and a furred tail and hooves for feet. Satyrs can easily conform into Prigenidae societies. Satyrs prefer vegetarian diets. They have an average lifespan of around ~80.
=== Minotaurs ===
Minotaurs are half-human, half-bull creatures. With the head and tail of a bull, and the body and legs of a human, minotaurs are on the edge between sentient and animalistic. Minotaurs usually live in small, isolated tribes.
=== Harpies ===
Half-bird, half prigenidae beings, harpies are a more primitive and less cognitively gifted race. With large bird talons for legs, and sweeping feathered wings for arms, Harpies are one of the few sentient beings capable of sustained flight. Harpies live together in flocks, and are rarely seen in civilizations due to their lack of understanding of law. Some of the more intelligent harpies are seen employed as messengers and scouts.
=== Merfolk ===
Merfolk are half-prigenidae (usually Human or Fae), half fish creatures. Largely functioning with their prigenidae bodies, their lower limbs are replaced with a single, fish-like tail. They can also be characterised by their neck gills and webbed fingers. Merfolk are one of the more civilised beastfolk races, and have built extensive kingdoms underwater. However, due to their aquatic nature, merfolk cannot survive on land. Merfolk are distinctly separated into two subraces, which then also have several different phenotypes, representing different fish species. The two subraces are the Saline and Incolacus, representing saltwater and freshwater adapted sects respectively. Phenotypes of Merfolk can range from Bass and Salmon, to more exotic and rarer species such as Koi and Piranha.
=== Lamia ===
Lamia are half-prigenidae (usually Human, Fae, or Drow), half-serpent hybrids. They are characterised by their prigenidae upper body, which morphs down to a long-winding snake-like tail. Their lower body is covered by scales, which slowly disappear as it winds up the body into normal skin. Their canines are elongated and connect to a unique venom sac in the head which is usually non-lethal, however large amounts can kill a grown human. Like many other beastmen races, the Lamia have several different phenotypes and live in organised societies in deserts, grasslands, or rainforests depending on individual genetic makeup.
=== Felidae ===
Nuh uh
=== Mothmen ===
A bizarre and unique race of half-Moth, half Prigenidae (human, fae, or drow) ancestry. Slightly taller than average regardless of heritage, mothmen have fuzzy fur-like chitin scales covering most of their body, except for the hands, feet, and face, and scalp (where they have normal, albeit fuzzy, hair). Mothmen have large fluffy antennas, four arms, and sport two wings attached to their back. Mothmen are flightless, but have been observed to be able to glide from higher altitudes. Mothmen have an extremely strict diet of mainly cheese and dairy, and also a unique ability to digest cotton and cloth products, however they cannot digest meat and seafood, and have a hard time with hard fruits and vegetables. Mothmen are nocturnal and have an inherent irrational fear of fire and are sensitive to bright light.
== True Beastmen ==
Distinctly separate from the hybrid-like beastmen of half-prigenidae ancestry, true beastmen are races of sapient fauna. Either by natural progression or by uplifting from the meddling of gods, ‘True Beastmen’ are races which are ‘evolved’ from fauna species instead of descending from the precursor Prigenios race. Very few exist, but the ones which do are known across Estorria for their unique appearances and abilities. True Beastmen races include;
=== Lizardkin ===
Lizardkin, or sometimes referred to as Scalemen, are as their name insists, scaled lizard-like individuals. Historical records show Lizardkin as the most ancient True Beastman race, being first uplifted shortly after the creation of Prigenios. With reptilian-like biology, Lizardkin are bipedal with large clawed feet. Many sport a sizable tail and elongated, reptilian, neck. Head shape and build can vary, with some resembling Komodo dragons, and other phenotypes looking like a harmless gecko.
=== Gillbreathers ===
Gillbreathers are a race of uplifted fish. Seen by many cultures as a less-evolved version of Merfolk, especially by merfolk themselves, Gillbreathers are stereotyped as bottom-of-the-barrel untouchables. Gillbreathers usually live in flocks and inhabit coastal regions. The few gillbreathers which escape from targeted hunts are usually enslaved or put into bonds by Merfolk societies as lowly servants and street cleaners.
=== Webspinners ===
Arachnid-derived sentients, the Webspinners resemble spiders with slight humanoid anatomical features. Smaller than most races, similar in size to halflings, Webspinners have a spider-like abdomen and eight legs sporting sharp tips. Many phenotypes of the webspinner exist, with some being fuzzy, and others being completely hairless and instead having bug-like skin. Webspinners have a set of eight eyes which give off a distinctive glow in dark environments such as caves and subterranean dungeons, where the race usually resides. Webspinners rarely interact with other races, but those who have decided to become civilised are usually employed in labour jobs such as construction workers.
== Divine Races ==
The Divine Races are races who are related to the tripantheon. They are rare and usually do not meddle in the realm of the living.
=== Prigenios ===
The elder race in which nearly all sentients are derived from. They were described as upright, bipedal, with two legs and arms, but otherwise featureless. The race itself has been extinct for millenia, with the last recorded instance of a living Prigenios being from the early Premier Era, though its derivatives live on.
=== Seraphs ===
Servants of the tripantheon, angels rarely are ever seen. The Seraph race, commonly known to mortals as angels, reside in Regnum Deorum, and only visit the realm of the living when tasked by gods to do their bidding. Angels are theorised to be immortal; age does not weary them. Angels have been described to be ‘perfect’ looking, with no flaws in their appearance, posturing and mannerisms.
=== Liches ===
Naturally chaotic and born to spread disorder, Liches are not too dissimilar to angels. Liches were created as a natural balance to counteract the power of angels and the Tripantheon by none other than by the gods themselves. Liches take the form of sickly-looking humans, with abnormally tall and slim builds. Liches are the most observed of the Divine Races, usually meddling in political affairs to cause maximum death, tragedy and chaos.
== Anomalic ==
Anomalic races are races which don’t fit into the four other categories.
=== Dryads ===
On the line between sentient and fauna, the Dryad race are long-lived tree-related entities created on a whim thousands of years ago by the gods. With a strong connection to nature, the Dryads are distinctly made of organic plant matter, such as wood as meat and leaves for hair. The dryads carry a notable affinity with Botanimancy and Terramancy, and are observed to naturally be gifted with knowledge of these two arts from birth. Personality wise, dryads are known to be a generous and solitary race.
=== Elementals ===
Beings of pure potentia, Elementals are a race created by natural phenomena or by magic. Elementals are sentient vessels of elements, such as fire and earth. They have no higher cognitive function, but are still classified as sentient as they are capable of basic problem solving akin to that of a sapient. They have an extremely puny life span of no longer than a week.
=== Slimen ===
A unique slimoid-esque race, the Slimen are composed of a gelatinous substance taking the form of a humanoid. This form can be changed at will, but Slimen are most comfortable in the rough shape of a human. Incapable of magic and not having the best cognitive abilities, Slimen are usually seen in roles such as chimney-sweeps, janitors and mineshaft workers. Slimen also have a unique property in which they are particularly invulnerable to physical damage, however traumatic shock as well as extreme cold and heat can easily disorient or kill a member of this race.
=== Shapeshifters ===
Theorised to be a distant cousin of the Slimen, the shapeshifter race is a mysterious one. Without a clear form or appearance, shapeshifters only maintain their internal structure. The main ability of this species is changing their form and looks at will. Shapeshifters unique biology has a high upkeep, and therefore the race is incapable of magic. Shapeshifters have a lifespan of around ~60 years.
=== The Armored ===
An artificial race created by the [[First Potejic Order]], ‘the Armored’ litter the many abandoned subterranean civilizations and dungeons present across Estorria. With no organic matter, the Armored take the shape of a full set of plate armour. Not truly ‘living’, the race acts similarly to automatons or golems with a distinct, rigid schedule and machine-like relentlessness.
= Fauna =
= Flora =
= Funga =
= Pathogena =
0a5c22425fec115c410dd544a5737f7105fe090e
Encyclopédie Mystiques d'Estorrie
0
3
8
2024-04-06T11:09:38Z
Soileal
2
created and moved info
wikitext
text/x-wiki
To be certified as a professional spellcaster, applicants must go through a test organized by the [[Estorrian Mortal Potentia Committee]], held every cycle. If passing, spellcasters will be marked with an identification spell by the committee, which makes tracking down lawbreaking mages easier.
Some spells are restricted & heavily guarded. Arts deemed ‘esoteric’, or arts in the Abstractus school, are not taught in normal legal magical academies. Spells classified in these schools have been deemed as an extreme threat, and public casting of such spells is illegal in most [[Nations of Estorria|nationstates]].
== [[Potentia]] ==
Potentia, also known as ‘mana’, is the source of all matter. An unexplainable phenomena, potentia is found lingering in all states of matter, universally throughout the entirety of Estorria. The source of potentia lay in the infinite tap located between the boundaries of the mortal world and the heavens.
Potentia was used by the deities to create Estorria. Nearly all life on Estorria has a capacity to manipulate potentia via a universal ‘phantom muscle’. The spellcaster’s muscle is a non-tangible ‘muscle’ present in all living things. By tapping into the ambient lingering potentia present everywhere, one may grow and train their ‘muscle’ to achieve more control over potentia energy. Some species are born with a higher capacity and inherently stronger spellcaster muscle than others. For example, a plant is created with a small ability which can at most be used to attract pollinators or to sustain themselves without need for water, soil, or sun. On the other hand, sentients are born with a stronger inherent ability to control potentia, and have made extensive usage of potentia via application through spellcasting & the mystic arts. Potentia usage has shaped the world of Estorria and the societies and cultures which exist on the globe. Manipulation of potentia is called magic.
Magic is performed through manipulation of potentia. Many sentient cultures have dedicated mages & clerics who specialise into training their spellcaster muscle to have extreme control over matter and potentia.
Like a normal muscle, the spellcaster muscle must have rest between usage. Repeated usage of potentia by an untrained mage or cleric in a short period of time can lead to fatigue and tiredness. Telltale signs of potentia overuse are nosebleeds, blurry vision, and weaker ability to tap into potentia energy. Extensive overuse can sometimes lead to internal bleeding, paralysation, brain damage, comas or even deaths.
Potentia as a resource is not exclusively an invisible, intangible force. Potentia can be harvested through purecasting methods into a tangible gaseous form (most pure form), which via rapid energy loss within a few seconds undergoes deposition into a solid. In this state, potentia slowly loses energy and fades back into ambient background potentia. Tangible potentia can be preserved if heated from its solid phase into a liquid, and then stored. A bottle of pure potentia can be then further used in alchemical processes, various special types of runecasting, purecasting, or consumed as a drink which can invigorate the spellcaster muscle similar to caffeine’s effect on normal muscles..
== Purecasting ==
The most simple and basic spellcasting technique is purecasting, also known as pure potentia-casting. Achieved by abstaining from manipulation of matter and therefore channelling pure potentia energy, purecasting uses the inherent energy carried by potentia as a tool and weapon. Purecasting is the easiest to learn and many basic and non-mana intensive spells are pure casts, such as the infamous magic missile. Archaically known as the ‘School of Potentia’, or ‘Potentimancy’.
As mentioned before, purecasting can be used to pull tangible potentia into the mortal realm for a variety of uses.
== Mystic Arts ==
The Mystic Arts is the second most widespread form of magic - manipulation of matter through creation, transformation & destruction of materials via usage of potentia.
The Mystic Arts are separated into 7 schools, Terra, Aqua, Calor, Nubes, Lumor, Tenebrae & Abstractus.
Arts are organised into schools by the Estorrian Mortal Potentia Committee. They are organised into schools to classify the thousands of spells which have been discovered by sentients; mages are not normally obligated to study only a single school.
Most mages normally study one or two arts, usually ones which compliment each other - for example, Hydromancy & Electromancy, or Simulatiomancy & Sonumancy. Via this way of study, mages can easily learn and train better than if one were to try to learn multiple arts from multiple schools at once. Clerics usually are confined to a few arts, namely Carnomancy, Luxomancy & Tenebraemancy. Most people usually learn a handful of simple essential spells such as basic lighting, healing, heating & drying spells from a young age regardless of if they are spellcasters or not.
=== '''School of Terra''' ===
The Terra School places its emphasis on the manipulation of terrestrial elements, encompassing soil, earth, and natural phenomena. As one of the primary branches within the mystical arts, it is the most taught school. This discipline encompasses various subdivisions, which include:
* Terramancy - Manipulation of Earth
* Ferromancy - Manipulation of Metals
* Skonimancy - Manipulation of Dusts, such as ash, sand, and more recently Blastpowder
* Botanimancy - Manipulation of Botanicus (plant life)
* Thiriomancy - Manipulation of Faunus (animal life), former sub-art of Psychomancy
=== '''School of Calor''' ===
The Calor School and its adherents are dedicated to the mastery of the elemental forces of fire and heat. Historically, practitioners of the Calor School faced discrimination owing to the perceived destructive potential of the school’s arts. Nonetheless, recent technological advancements have facilitated a reevaluation of the school's significance, leading to its recognition as one of the three principal schools within the realm of mystical arts. Arts under the School of Calor include;
* Pyromancy - Manipulation of Fire
* Electromancy - Manipulation of Electricity/Lightning
* Conflomancy - Manipulation of Magma
* Plasmamancy - Manipulation of Plasma
* Thermomancy - Manipulation of Temperature
* Excidimancy [Esoteric] - Manipulation of Explosions
=== '''School of Aqua''' ===
The Aqua School is dedicated to the manipulation of the elemental essence of water and its numerous forms, variants, and states. Despite being the smallest among the three primary schools, its potency is often underestimated due to its application in non-combative fields such as agriculture. Within the Aqua School, various subdivisions exist such as;
* Hydromancy - Manipulation of Water
* Cryomancy - Manipulation of Ice
* Nixomancy - Manipulation of Snow
* Veneumancy - Manipulation of Toxins
* Sanguimancy [Esoteric] - Manipulation of Blood
=== '''School of Nubes''' ===
One of the lesser schools, the school of Nubes focuses on atmospheric manipulation, particularly focusing on the element of air
* Aeromancy - Manipulation of Air
* Sonumancy - Sub-art of Aeromancy, specialising in creation of auditory illusions via manipulation of Air
=== '''School of Lumor''' ===
Based upon the element of light, the Lumor School is one of the lesser mystical art schools in existence. Despite its relatively lower popularity, practitioners of Lumor possess the capacity to wield extremely potent, fast and numerous spells. Subdivisions include;
* Luxomancy - Manipulation of Light
* Simulatiomancy - Sub-art of Luxomancy, specialising in creation of visual illusions via manipulation of Light
=== '''School of Tenebrae''' ===
On the opposite side of the spectrum, the school of Tenebrae focuses on the elements of darkness and shadows. Despite its relation to fear and obscurity, this mystical institution maintains a pervasive presence. Subdivisions include;
* Tenebraemancy - Manipulation of Darkness
* Morimancy/Necromancy [Esoteric] - Manipulation of Death, former sub-art of Carnomancy
=== '''School of Humanitas''' ===
A school not following any traditional element, the School of Humanitas focuses on the manipulation of the human form and psyche. Subdivisions include;
* Carnomancy - Healing magic, archaically & derogatorily known as Manipulation of Flesh
* Psychomancy - Manipulation of the Mind, many higher tier Psychomancy spells are classified as Esoteric
* Vitamancy [Esoteric] - Manipulation of Life; extreme sub-art of Carnomancy
=== '''School of Abstractus''' ===
Many only know this school due to the art of Contradictiomancy. The School of Abstractus does not follow any element, and instead consists of various mysterious or misunderstood arts. Nearly all arts from the School of Abstractus are classified as esoteric and therefore not taught or recorded in academies worldwide.
* Contradictiomancy - Art of anti-magic
* Cthonimancy [Esoteric] - Manipulation of Chaos
* Fortunamancy [Esoteric] - Manipulation of Chance
== Divination ==
The third most widespread type of spellcasting is divination, used exclusively by priests & clerics. Divination, unlike nearly all of the other spellcasting techniques, does not directly involve potentia usage. Divination instead relies on favours from the gods. To practise divination, one must be seen fit by the gods themselves, meaning only the most dedicated and loyal servants of the tripantheon can access the spellcasting form.
Through divination, one can access spells from other spellcasting routes. This makes divination arguably the most versatile type of magic, however rare it is.
== Corpus Magic ==
Corpus Magic is the fourth type of spellcasting. Corpus magic involves using potentia to manipulate ‘bodies’, which refers to;
* Bodies of the three nondivine life domains
* Deceased bodies of the three nondivine life domains
* Bodies of the manmade races, such as automatons or golems
Some argue corpus magic is a subset of Vitamancy or Cthonimancy, however, the regulatory body of the Estorrian Mortal Potentia Committee has classified Corpus Magic as a tertiary spellcasting technique.
Corpus magic encompasses all magic affecting the physical vessels of beings to alter the properties and abilities of them. This includes spells such as ironskin, to phenomena such as Lycanthropes and Sanguivores, to the arts of resurrection, summoning, and possession. Arts such as Necromancy are classified under Corpus magic as well as being under the mystic arts and conjuration.
== Conjuration ==
Conjuration is the art of summoning (and dismissing) objects or creatures. Conjuration has three main areas;
* Summoning, where users conjure creatures (familiars) or automatons (golems, etc) to serve them.
* Reanimation, where users bring ‘life’ back to deceased creatures. This area is generally unsafe and some of the spells which it entails are classified as Esoteric.
* Object Conjuration, where users conjure objects such as weapons and tools. Object conjuration requires a user to cast a bonding spell onto an object, which then lets them summon and dismiss them to and from the aether at will.
== Gemstones ==
Gemstones are magical stones which are usually embedded into the hilt of a weapon. These gemstones give certain powers and abilities to the weapon it is embedded into. Contradictiomancy (Anti-magic) can also temporarily disable a gems power.
Gem enchanted weapons can be used by everyone, however some areas have specific laws which prohibit use.
The art of embedding is also extremely delicate and hard to master, requiring specially trained ‘gemsmiths’, meaning gem-enchanted weapons are very expensive and sought after. On top of this, gems themselves are not very common, especially ones which are more specialised.
== Runecasting ==
A lesser known alternative spellcasting technique, runecasting involves the construction of ‘runes’, which allow the user to cast spells without incantations. Runecasting is widely used in tombs, and as a general anti-theft magic.
Runes are crafted by etching spells into matter to change its properties. It can be used by people to cast spells at places they are not currently present at. Runecasting can also be used as a cheaper and more accessible alternative to gemstones.
== Alchemy ==
The last type of spellcasting which is universally acknowledged, alchemy is the act of creating substances (‘potions’) which may hold magical properties. Alchemy is not exclusively a potentia-based type of magic, requiring skills such as foraging, hunting, and brewing knowledge to attain certain ingredients for substance-brewing. However, some more complex forms of alchemy may require purecasting skills in order to harvest tangible potentia as an ingredient in potent potions.
== Esoteric Arts ==
The esoteric arts is a disorderly and arbitrary category of magical art forms deemed highly dangerous and illegal by the Estorrian Mortal Potentia Committee. A mish-mash of many different arts from several different categories, the Esoteric Arts are only recorded in safely guarded grimoires and only a handful of select individuals use these arts, either due to their immense power, or by illegally obtained knowledge.
The Esoteric Arts include;
* Morimancy/Necromancy/Reanimation [Mystic Art/Corpus/Conjuration]
* Excidimancy [Mystic Art]
* Cthonimancy [Mystic Art]
* Fortunamancy [Mystic Art]
* Sanguimancy [Mystic Art]
* [[Sanguivores]] [Corpus]
e672fcd86372f9429172c32d0a57b729c38c20ed
20
8
2024-04-20T18:28:45Z
Soileal
2
corrected mistake
wikitext
text/x-wiki
To be certified as a professional spellcaster, applicants must go through a test organized by the [[Estorrian Mortal Potentia Committee]], held every cycle. If passing, spellcasters will be marked with an identification spell by the committee, which makes tracking down lawbreaking mages easier.
Some spells are restricted & heavily guarded. Arts deemed ‘esoteric’, or arts in the Abstractus school, are not taught in normal legal magical academies. Spells classified in these schools have been deemed as an extreme threat, and public casting of such spells is illegal in most [[Nations of Estorria|nationstates]].
== [[Potentia]] ==
Potentia, also known as ‘mana’, is the source of all matter. An unexplainable phenomena, potentia is found lingering in all states of matter, universally throughout the entirety of Estorria. The source of potentia lay in the infinite tap located between the boundaries of the mortal world and the heavens.
Potentia was used by the deities to create Estorria. Nearly all life on Estorria has a capacity to manipulate potentia via a universal ‘phantom muscle’. The spellcaster’s muscle is a non-tangible ‘muscle’ present in all living things. By tapping into the ambient lingering potentia present everywhere, one may grow and train their ‘muscle’ to achieve more control over potentia energy. Some species are born with a higher capacity and inherently stronger spellcaster muscle than others. For example, a plant is created with a small ability which can at most be used to attract pollinators or to sustain themselves without need for water, soil, or sun. On the other hand, sentients are born with a stronger inherent ability to control potentia, and have made extensive usage of potentia via application through spellcasting & the mystic arts. Potentia usage has shaped the world of Estorria and the societies and cultures which exist on the globe. Manipulation of potentia is called magic.
Magic is performed through manipulation of potentia. Many sentient cultures have dedicated mages & clerics who specialise into training their spellcaster muscle to have extreme control over matter and potentia.
Like a normal muscle, the spellcaster muscle must have rest between usage. Repeated usage of potentia by an untrained mage or cleric in a short period of time can lead to fatigue and tiredness. Telltale signs of potentia overuse are nosebleeds, blurry vision, and weaker ability to tap into potentia energy. Extensive overuse can sometimes lead to internal bleeding, paralysation, brain damage, comas or even deaths.
Potentia as a resource is not exclusively an invisible, intangible force. Potentia can be harvested through purecasting methods into a tangible gaseous form (most pure form), which via rapid energy loss within a few seconds undergoes deposition into a solid. In this state, potentia slowly loses energy and fades back into ambient background potentia. Tangible potentia can be preserved if heated from its solid phase into a liquid, and then stored. A bottle of pure potentia can be then further used in alchemical processes, various special types of runecasting, purecasting, or consumed as a drink which can invigorate the spellcaster muscle similar to caffeine’s effect on normal muscles..
== Purecasting ==
The most simple and basic spellcasting technique is purecasting, also known as pure potentia-casting. Achieved by abstaining from manipulation of matter and therefore channelling pure potentia energy, purecasting uses the inherent energy carried by potentia as a tool and weapon. Purecasting is the easiest to learn and many basic and non-mana intensive spells are pure casts, such as the infamous magic missile. Archaically known as the ‘School of Potentia’, or ‘Potentimancy’.
As mentioned before, purecasting can be used to pull tangible potentia into the mortal realm for a variety of uses.
== Mystic Arts ==
The Mystic Arts is the second most widespread form of magic - manipulation of matter through creation, transformation & destruction of materials via usage of potentia.
The Mystic Arts are separated into eight schools, Terra, Aqua, Calor, Nubes, Lumor, Tenebrae & Abstractus.
Arts are organised into schools by the Estorrian Mortal Potentia Committee. They are organised into schools to classify the thousands of spells which have been discovered by sentients; mages are not normally obligated to study only a single school.
Most mages normally study one or two arts, usually ones which compliment each other - for example, Hydromancy & Electromancy, or Simulatiomancy & Sonumancy. Via this way of study, mages can easily learn and train better than if one were to try to learn multiple arts from multiple schools at once. Clerics usually are confined to a few arts, namely Carnomancy, Luxomancy & Tenebraemancy. Most people usually learn a handful of simple essential spells such as basic lighting, healing, heating & drying spells from a young age regardless of if they are spellcasters or not.
=== '''School of Terra''' ===
The Terra School places its emphasis on the manipulation of terrestrial elements, encompassing soil, earth, and natural phenomena. As one of the primary branches within the mystical arts, it is the most taught school. This discipline encompasses various subdivisions, which include:
* Terramancy - Manipulation of Earth
* Ferromancy - Manipulation of Metals
* Skonimancy - Manipulation of Dusts, such as ash, sand, and more recently Blastpowder
* Botanimancy - Manipulation of Botanicus (plant life)
* Thiriomancy - Manipulation of Faunus (animal life), former sub-art of Psychomancy
=== '''School of Calor''' ===
The Calor School and its adherents are dedicated to the mastery of the elemental forces of fire and heat. Historically, practitioners of the Calor School faced discrimination owing to the perceived destructive potential of the school’s arts. Nonetheless, recent technological advancements have facilitated a reevaluation of the school's significance, leading to its recognition as one of the three principal schools within the realm of mystical arts. Arts under the School of Calor include;
* Pyromancy - Manipulation of Fire
* Electromancy - Manipulation of Electricity/Lightning
* Conflomancy - Manipulation of Magma
* Plasmamancy - Manipulation of Plasma
* Thermomancy - Manipulation of Temperature
* Excidimancy [Esoteric] - Manipulation of Explosions
=== '''School of Aqua''' ===
The Aqua School is dedicated to the manipulation of the elemental essence of water and its numerous forms, variants, and states. Despite being the smallest among the three primary schools, its potency is often underestimated due to its application in non-combative fields such as agriculture. Within the Aqua School, various subdivisions exist such as;
* Hydromancy - Manipulation of Water
* Cryomancy - Manipulation of Ice
* Nixomancy - Manipulation of Snow
* Veneumancy - Manipulation of Toxins
* Sanguimancy [Esoteric] - Manipulation of Blood
=== '''School of Nubes''' ===
One of the lesser schools, the school of Nubes focuses on atmospheric manipulation, particularly focusing on the element of air
* Aeromancy - Manipulation of Air
* Sonumancy - Sub-art of Aeromancy, specialising in creation of auditory illusions via manipulation of Air
=== '''School of Lumor''' ===
Based upon the element of light, the Lumor School is one of the lesser mystical art schools in existence. Despite its relatively lower popularity, practitioners of Lumor possess the capacity to wield extremely potent, fast and numerous spells. Subdivisions include;
* Luxomancy - Manipulation of Light
* Simulatiomancy - Sub-art of Luxomancy, specialising in creation of visual illusions via manipulation of Light
=== '''School of Tenebrae''' ===
On the opposite side of the spectrum, the school of Tenebrae focuses on the elements of darkness and shadows. Despite its relation to fear and obscurity, this mystical institution maintains a pervasive presence. Subdivisions include;
* Tenebraemancy - Manipulation of Darkness
* Morimancy/Necromancy [Esoteric] - Manipulation of Death, former sub-art of Carnomancy
=== '''School of Humanitas''' ===
A school not following any traditional element, the School of Humanitas focuses on the manipulation of the human form and psyche. Subdivisions include;
* Carnomancy - Healing magic, archaically & derogatorily known as Manipulation of Flesh
* Psychomancy - Manipulation of the Mind, many higher tier Psychomancy spells are classified as Esoteric
* Vitamancy [Esoteric] - Manipulation of Life; extreme sub-art of Carnomancy
=== '''School of Abstractus''' ===
Many only know this school due to the art of Contradictiomancy. The School of Abstractus does not follow any element, and instead consists of various mysterious or misunderstood arts. Nearly all arts from the School of Abstractus are classified as esoteric and therefore not taught or recorded in academies worldwide.
* Contradictiomancy - Art of anti-magic
* Cthonimancy [Esoteric] - Manipulation of Chaos
* Fortunamancy [Esoteric] - Manipulation of Chance
== Divination ==
The third most widespread type of spellcasting is divination, used exclusively by priests & clerics. Divination, unlike nearly all of the other spellcasting techniques, does not directly involve potentia usage. Divination instead relies on favours from the gods. To practise divination, one must be seen fit by the gods themselves, meaning only the most dedicated and loyal servants of the tripantheon can access the spellcasting form.
Through divination, one can access spells from other spellcasting routes. This makes divination arguably the most versatile type of magic, however rare it is.
== Corpus Magic ==
Corpus Magic is the fourth type of spellcasting. Corpus magic involves using potentia to manipulate ‘bodies’, which refers to;
* Bodies of the three nondivine life domains
* Deceased bodies of the three nondivine life domains
* Bodies of the manmade races, such as automatons or golems
Some argue corpus magic is a subset of Vitamancy or Cthonimancy, however, the regulatory body of the Estorrian Mortal Potentia Committee has classified Corpus Magic as a tertiary spellcasting technique.
Corpus magic encompasses all magic affecting the physical vessels of beings to alter the properties and abilities of them. This includes spells such as ironskin, to phenomena such as Lycanthropes and Sanguivores, to the arts of resurrection, summoning, and possession. Arts such as Necromancy are classified under Corpus magic as well as being under the mystic arts and conjuration.
== Conjuration ==
Conjuration is the art of summoning (and dismissing) objects or creatures. Conjuration has three main areas;
* Summoning, where users conjure creatures (familiars) or automatons (golems, etc) to serve them.
* Reanimation, where users bring ‘life’ back to deceased creatures. This area is generally unsafe and some of the spells which it entails are classified as Esoteric.
* Object Conjuration, where users conjure objects such as weapons and tools. Object conjuration requires a user to cast a bonding spell onto an object, which then lets them summon and dismiss them to and from the aether at will.
== Gemstones ==
Gemstones are magical stones which are usually embedded into the hilt of a weapon. These gemstones give certain powers and abilities to the weapon it is embedded into. Contradictiomancy (Anti-magic) can also temporarily disable a gems power.
Gem enchanted weapons can be used by everyone, however some areas have specific laws which prohibit use.
The art of embedding is also extremely delicate and hard to master, requiring specially trained ‘gemsmiths’, meaning gem-enchanted weapons are very expensive and sought after. On top of this, gems themselves are not very common, especially ones which are more specialised.
== Runecasting ==
A lesser known alternative spellcasting technique, runecasting involves the construction of ‘runes’, which allow the user to cast spells without incantations. Runecasting is widely used in tombs, and as a general anti-theft magic.
Runes are crafted by etching spells into matter to change its properties. It can be used by people to cast spells at places they are not currently present at. Runecasting can also be used as a cheaper and more accessible alternative to gemstones.
== Alchemy ==
The last type of spellcasting which is universally acknowledged, alchemy is the act of creating substances (‘potions’) which may hold magical properties. Alchemy is not exclusively a potentia-based type of magic, requiring skills such as foraging, hunting, and brewing knowledge to attain certain ingredients for substance-brewing. However, some more complex forms of alchemy may require purecasting skills in order to harvest tangible potentia as an ingredient in potent potions.
== Esoteric Arts ==
The esoteric arts is a disorderly and arbitrary category of magical art forms deemed highly dangerous and illegal by the Estorrian Mortal Potentia Committee. A mish-mash of many different arts from several different categories, the Esoteric Arts are only recorded in safely guarded grimoires and only a handful of select individuals use these arts, either due to their immense power, or by illegally obtained knowledge.
The Esoteric Arts include;
* Morimancy/Necromancy/Reanimation [Mystic Art/Corpus/Conjuration]
* Excidimancy [Mystic Art]
* Cthonimancy [Mystic Art]
* Fortunamancy [Mystic Art]
* Sanguimancy [Mystic Art]
* [[Sanguivores]] [Corpus]
320d495fc36fdb5d3256d84908a31373272212fb
User:Soileal
2
4
11
2024-04-06T11:16:16Z
Soileal
2
Created page with "urrghh"
wikitext
text/x-wiki
urrghh
6626fe5e32873b53a50a74dee186bc526cce4677
Nations Of Estorria
0
5
12
2024-04-06T15:29:07Z
Evenski
5
Created page with "Many nations exists within the landmasses and oceans of Estorria. The following is a comprehensive list of many different nations with a variety of governments, orders, and more. == République de Viseaux == == Unctus Imperii Austricus == == Tsarstvo Vyadetsova == == Kongeriket Norþurík == == Serenissima Repubblica di Rentolia == == Veliko Kneževstvo Zemljora == == Županija Brdskelo == == Aftokratoría tou Fyzantíou == == Königreich Ahrenia-Styre == == Re..."
wikitext
text/x-wiki
Many nations exists within the landmasses and oceans of Estorria. The following is a comprehensive list of many different nations with a variety of governments, orders, and more.
== République de Viseaux ==
== Unctus Imperii Austricus ==
== Tsarstvo Vyadetsova ==
== Kongeriket Norþurík ==
== Serenissima Repubblica di Rentolia ==
== Veliko Kneževstvo Zemljora ==
== Županija Brdskelo ==
== Aftokratoría tou Fyzantíou ==
== Königreich Ahrenia-Styre ==
== Reino Unido de Siñomira ==
== Confédération de Zemljoran du Nord ==
== Rzeczpospolita Byzkucka ==
== Aelrindel Altarnië ==
== Ok'Ruz Tolkad Kaizor ==
== Eki-sho tō bakufu ==
dba074775bf7033097f9be35e7cca8807f1d9a06
Technology of Estorria
0
6
13
2024-04-13T16:42:39Z
Soileal
2
created page
wikitext
text/x-wiki
Estorria has advanced to a point of technological ‘revolution’ in many fields of study, such as agriculture, metalsmithing, architecture, & sorcery. Most societies have reached a point where many new technologies are being introduced and are now rivalling with millenia old institutions and techniques. Many cultures have accepted and embraced these new breakthroughs, however large traditionalist and luddite movements have sprung up in recent times in response to these inceptions.
== Blastpowder ==
Blastpowder is an ancient innovation originating from the Western Archipelagos is a volatile and potent substance composed of brimstone, saltpeter, charcoal, and occasionally infused with potentia. Only recently being weaponized, their introduction has significantly transformed the methods of warfare worldwide. Its introduction has led to the establishment of specialized armed units and mercenary groups utilizing the substance with devices known as arquebuses.
== Arquebus ==
The 'arquebus' is a construct consisting of a long, usually iron, barrel attached to a wooden stock. A compartment present in the rear of the construction involves a small pan and hole which leads further into a small chamber inside of the arquebus placed at the rear end of the barrel.
The arquebus is used as a specialized device used in warfare to propel a projectile forward towards a target using the kinetic energy released by an explosion, in this case being blastpowder. Firstly, the user (arquebusier) places a specially constructed metal ball into the barrel, before ramming it as deep as it can go down the barrel with a ramrod. Blastpowder is then inserted into the pan and brushed into the chamber inside. The user then stuffs a cord into the hole to plug it, before igniting the cord. Once the sparks of the burning cord reach inside the barrel, a controlled miniature explosion propels the ball inside the barrel forward at high speeds.
Arquebusiers have a number of advantages and flaws compared to more traditional archers and mages. An average arquebus can propel a projectile more accurately and more lethally than an average bow, as well as being easier to train a professional arquebusier. Arquebuses are also significantly easier to use and learn compared to magic. However due to their unwieldy nature and slower speeds between attacks, arquebusiers are confined to specific niches in most militaries.
72cfde2fbe80f67fc775fa579085b28163bd3f24
History Of Estorria
0
7
18
2024-04-20T15:24:11Z
Soileal
2
created page with a SHITLOAD OF STUFF!!
wikitext
text/x-wiki
The History of Estorria is long and largely undocumented. This is due to historical records being lost to time, or deliberately destroyed by the many iconoclast kingdoms which may have arisen throughout time.
= Prehistoric Eras =
== Deorian Era ==
The Deorian Era (De.E) is an era of indiscernible time, beginning with the appearance of the Progenitor Deity [[Evzra]], through a chance 'boltzmannic' encounter where the ever-extant chaotic Riviere had gave rise to order, therefore birthing a being capable of tapping into the Riviere's infinite energy, that being the energy of Potentia. Through the Progenitor Deity Evzra's efforts, an island of stability was formed - Estorria, and two orbiting islands, [[Soleil (deity)|Soleil]] & [[Lune (deity)|Lune]], were made afterwards to keep this stability intact. These two islands were then first given life, becoming the twin guardians of Estorria, made to keep watch of the world being the beings of pure light and darkness. More deities came forth from Evzra's efforts, with the gods [[Mortalis]] and [[Morstalis]], the deities of Death and Life respectively, who independently created the cycle of life and rebirth, creating the first forms of [[Encyclopédie Taxonomique d'Estorrie|life domains]] - Botanicus & Faunus.
Evzra then split existence into four realms of existence, and one realm of non-extance - The Realm of the Gods (Regnum Deorum), The Realm of the Living (Regnum Mortalium), The Dividing Riviere, the Soul Plain, and the Void. Two gods were then created or assigned to watch over each realm. Regnum Deorum had Evzra and [[Ypros]], Regnum Mortalium had Soleil & Lune, the Dividing Riviere had [[Majios]] and [[Gatorie]], and the Soul Plain had Mortalis and Morstalis. With the splitting of the realms, the Deorian Era ends.
== Jalicoran Era ==
The Jalicoran Era (Jc.E) begins when the lesser god [[Jalicor]] is uplifted temporarily into a guardian deity of Regnum Mortalium after usurping power from Soleil and Lune with help from the god Morstalis. Morstalis interfered with the order of the mortal realm through meddling with the living, non-divine beings present on the lands, uplifting the Galvoni as the first sentient race. Jalicor then armed these beings with weapons and tasked them to keep his reign true. However the original twin Guardians successfuly banished these Galvoni to the void, doomed to suffer eternally as beings of existance surrounded by non-extance. Seeing the Jalicoran plan to use sentient mortals as minions to uphold his own status as a guardian, they then in turn created their own sentient race - the Prigenios, to do their bidding. Bipedal, with four limbs and a featureless head, these beings were officially ordained as 'gardenkeeps' for their realm, with a total of 100 created. From this 100, most were eventually relieved of duty until a remaining 30 rebelled against the Guardian's rule and spread across the world, molding themselves into the proto-races, ancestors of the modern races we see today.
= Ancient Eras =
== Runic Era ==
=== Runic Era (1 Rn.E - 10000 Rn.E) ===
The Runic Era (Rn.E) is the first era recognized in recorded history. The Runic Era is denoted by the creation of thousands of runic altars scattered around Estorria. Not much is known about the Runic Era, except for minor surviving manuscripts telling of an ancient multiracial kingdom, dubbed the Runic Kingdom, made up of the proto-races located on an archipelago which has been speculated to have sunk into the Great Ocean. This kingdom is theorized to have existed for ten thousand years, with the end of the Runic Era being dated as the last possible date of which this kingdom existed.
== Evolaric Era ==
The Evolaric Era (Ev.E) marks the first era of dated history, starting in CC 10,000 (Combined Cycle) . The proto-races, ancestors of the contemporary widespread races such as Humans and Feyans, built the first civilizations. With very little written sources and only small amounts of ancient artefacts, most of the known information about the Evolaric era are based off of theories. It was first named and coined by historian [[Peix Evolar]] in 710 Qu.E
=== Early Evolaric Era (1 Ev.E - 6000 Ev.E) ===
The Early Evolaric Era denotes the first signs of 'civilized' communities forming a few hundred years after the Runic Era. The Drondic culture first formed around 1 Ev.E is the first known civilization, based roughly around modern-day Koride. Completely disappearing around 3000 Ev.E, they are then succeeded by the Epiphan culture, based around the modern day Ustari region. It is speculated that the Epiphan culture gained favor of the god Majios, who bestowed the first basic knowledge of spellcasting to them. The Epiphan culture centralized into the completely vanished city of Epiphia, and colonized eastern Rikhe. They then went on to create the [[Rikhe Artefact]], a runic stone capable of communication with the god Majios. The culture disappeared around 6000 Ev.E, marking the Early Evolaric Era's end.
=== Late Evolaric Era (6000 Ev.E - 9000 Ev.E) ===
The Late Evolaric Era begins after the collapse of the Epiphan culture, and the first beginnings of the evolution from proto-races into early versions of contemporary races. Civilizations sprung up around the Baslands and Vosya, becoming the Bassic and Vossic states. The first recorded wars were between these two rivalling states, around what is now the Great Basyon Desert. Not much is known about these two states, however. Both cultures vanished around 6800 Ev.E.
The next 1200 years denotes a large gap of chaos, with no discernable centralized states rising until around 8000 Ev.E, where the Vysdraggil state was formed around modern day Northurik. The Vysdraggil state were presumed to have recorded much of their history, however much of it was lost during the reign of High Jarl Gusrik II in the mid Quatrime Era. The Vysdraggil state is speculated to have colonized the northern lands, opening a portal on the northernmost point, the Nordisk Peak, of Estorria leading towards the Soul Plain. This then caused the [[First Soul Breach]], leading to instability across Estorria and the eventual collapse of the Vysdraggil state.
== Feydon Era ==
The Feydon Era (Fy.E), (common elvish for the Era of Elvish Dominance), starts after 9000 Evolaric Era, in CC 19000. The Era is characterized by the rise of the High Feyan race and its dominance over Estorria.
=== Early Feydon Era (1 Fy.E - 1200 Fy.E) ===
The Early Feydon Era begins directly after the First Soul Breach, with the founding of the first Feyan kingdom in the Kurren Woodlands, now the Kurren Desert. The [[Sermider Kingdom]] was formed from a tribal confederation, with the first king, [[Sermid I]], being crowned around 20 Fy.E. The Feyan kingdom were unaware of the First Soul Breach until the first 'Ghastic' beings attacked the northernmost holdings of the state. Sermider adventurers surveying the Rikhe region gained access to the Rikhe Artefact, communicating with the god Majios and gaining knowledge of how to tap into the Riviere to harness magical powers. Forming the [[Sermider Mage Order]] to combat the soul breach, the mage order eventually ridded Estorria of Ghastics after sealing the portal on the Nordisk Peak around 250 Fy.E. The Sermider Mage Order eventually overthrew the Sermid dynasty establishing the Sermider Council State, exiling the king Sermid II in 270 Fy.E, who established a new kingdom with defectors around Arantikes - the Second Sermider Kingdom.
The Second Sermider Kingdom and the Sermider Council State rivalled each other for another two centuries, never going to outright war until 500 Fy.E with the [[Sermider War of Legitimacy]]. The Second Sermider Kingdom, under queen Sermidia I 'the Victorious', won and absorbed the council state. [[Sermidia I]] was then crowned Impioress (empress) of the [[Sermider Impire]] (Sermidian Empire) in 520 Fy.E.
Five centuries of peace followed absolved of major conflict, until Impiorer (emperor) [[Jalinder IV|Jalinder IV 'the Depraved']], was approached by Bolinthiar-Gar, God of Deceit and known as the Purveyor of Lies, tempting the Impiorer with immortality. Accepting the offer, Jalinder IV was struck with a sickness which turned his skin pale white and caused him discomfort in presence of light. Jalinder's condition worsened, with him eventually being bedridden. His brother, Prince Hamic, was named regent in 1080 Fy.E. Around 1082 Fy.E, Jalinder IV disappeared, and Prince Hamic I was crowned as the next Impiorer.
This crowning was controversial as a official confirmation of death was never announced by the Sermider High Council, and instability ensued with Jalinder loyalists taking up arms in the [[Second Sermider War of Legitimacy]] in 1083 Fy.E. The Jalinder loyalists eventually overthrew Hamic I, establishing a regency council in Jalinder IV's name, though he was not seen in nearly three decades, and the Impiorer-less Impire eventually recrowned Hamic I in 1111 Fy.E
Roughly during this era, the Animal Deity [[Faune (deity)|Faune]] uplifts several non-sentient animal species into Proto-Beastmen races. They were first documented around 1170 Fy.E under Janicor II.
The Era ends in 1200 Fy.E, two years after the crowning of Sermidia III.
=== Middle Feydon Era (1200 Fy.E - 1400 Fy.E) ===
The Late Feydon Era begins in 1200 Fy.E after the passing of the Potentia-casting Banning Act, or in old Feyan, the "Acticor Baudapotenihur" (lit. Act of Banning Potentia Casting), making magic of all kind illegal to the general populous. This incited the Sermider Mage Revolt, where Sermider mages went on an open revolt against the monarch. Sermidia III, nicknamed 'the Stubborn', did not lift the ban, eventually quelling the revolt and driving mages into underground societies. Throughout her twelve decade reign, the secret societies of mages attempted to destabilize the impire as much as possible. The largest society, the Potentia Casting Society of True Sermider Citizens, gained prominence after the public murder of the crown prince Galharian I, and his sacrifice to Bolinthiar-Gar. The sacrifice was in an attempt to gain the favor of Bolinthar-Gar, which succeeded as the Bolinthian Artefact was bestowed on the society's leader, Cives Ethat. The artefact was in the form of a runed staff, which when used by Cives, sacrificed all of the members of the secret society to Bolinthiar-Gar, and summoned the Bolinthian Menace - a four-armed Feyan-like giant, with a goat skulled head. The menace destroyed the Sermider royal capital of Sermid, killing Sermidia III, and most of the royal family.
An emergency council was formed again, crowning the previous deceased Impiorer Janicor II's bastard son Vaicter as Impiorer, as he was the closest living relative of the main royal house. Vaicter I led the rapidly collapsing Sermider Impire against the Bolinthian Menace, who at this point had basically destroyed most of the populated southern Sermider holdings. After dozens of attempts to take down the menace failed, Vaicter I made a pact with the deity Yangg, God of Honesty and Order. Vaicter I vanished around 1212 Fy.E, and with his vanishing, the Bolinthian Menace was slain with an immense beam of light emitting from the heavens above.
In the aftermath of the Bolinthian event, Vaicter I was immortalized and underwent 'ascension', the process of a mortal becoming a deity through repeated worship, becoming the God of Sacrifice. His infantile son, Vakhas, was crowned Impiorer afterwards. This marked the end of the Sermid Dynasty and the beginning of the reign of the Vaicterian Dynasty.
Vakhas I reconquered and rebuilt the southern lands, dying in 1307 Fy.E, his son Vaicter II ascending to the throne. Vaicter II finally lifted Sermidia III's potentia ban in 1310 Fy.E. This lead to a boom in the Mystic Arts, and the establishment of the first Potentia Committee, which regulated the schools and arts of magic.
Around this time, the first Human kingdoms sprouted up around Agdanum and Visea - the Norvigskur Jarldom and the First Visean Kingdom. These two kingdoms eventually grew, and the human popualtion of Estorria exploded. Their populations overtook the Feyan Sermider Impire around 1400 Fy.E.
=== Late Feydon Era (1400 Fy.E - 1700 Fy.E) ===
With Feyan dominance unvarying as the two Human kingdoms only grew, the first Sermider diplomatic missions to the human kingdoms were sent around 1420 Fy.E, aiming to curb their growth by offering vassalage status. The Sermider domineering attitude backfired as the Norvigskur Jarldom killed the Feyan diplomats, and the Viseans imprisoned theirs. The Sermider Impire declared war on the two human states in retaliation, starting the [[Sermider-Human War]], the first recorded race war between major powers. The Visean king Roi II personally led his armies, scoring victory after victory in the southern front, whilst the Norvigskur were on the defensive and instead sent agents to slowly weaken the Sermider command structure through plotted assassinations. The war was a long and grueling one, only ending a little over a century after in 1531 Fy.E in a stalemate. The [[Selant Accords]] were signed, with strict borders drawn between the human kingdoms and the Sermider Impire. The Visean and Norvigskur kingdoms shortly afterwards united into a personal union under [[Roystik I]] - the [[Visigskur Empire]], encompassing much of the modern day [[Civeast]].
The Visigskur Empire consolidated its new lands to the west, enacting a conscription law on the landowners to send their serfs to be trained in the Visigskur Imperial Legion decades later in 1650 Fy.E. In 1660 Fy,E, the Visigskur Empire marched on the Sermider Impire's easternmost holdings, starting the [[Sermider-Visigskur War]], sometimes referred to as the Second Sermider-Human War. The war's death toll was in the millions, but the Visigskur military command overwhelmed the Sermider defences and took their capital of Nersermid (New Sermid). The war ended in 1700 Fy.E and resulted in the end of 17 centuries of Feyan dominance in Estorria.
= Modern Eras =
The Modern Era begins in 20700 CC, after the end of the Late Feydon Era. The Modern Eras are denoted by the end of Feyan dominance and the rise of the other Prigenidae races.
== Premier Era ==
=== Dominate Era (1 Pr.E - 500 Pr.E) ===
The Dominate Era, officially known as the Early Premier Era, begins with the victory of the Visigskur Empire over the Sermider Impire. The Visigskur Empire annexes the Sermider lands into its own, renaming itself the [[Visean Dominate]], crowning its emperor Marconi I as Dominus (an artificial rank above 'Emperor'). The Dominus, in an effort to unite the two empires, married a High Feyan royal, which in turn had the opposite effect as 'mixing' was seen as impure by both races.
Marconi I eventually passed the crown to his half-Feyan, half-Human heir, Marconi II, in 60 Pr.E. Known as Marconi II 'the Halfur Monarch', his ascension to the throne as a half-breed led to a large surge in intermingling between the two races, despite prior protests during his fathers rule. Marconi II directed his rule to consolidating the realm. Two further generations passed without major conflict. However, after the granddaughter of Marconi II, Marconia I, died in 191 Pr.E, and left the crown to her niece Roi II, the God of Fire, [[Thermius]], meddled with the human populations of the central desert regions, turning their skin red and growing horns on their skull, before balancing their curse with the gift of fire-breath and inherent knack for Pyromancy. Thermius' act on a whim caused instability as the red-skinned race, dubbed Scorchlanders, became the target of pogroms. The Scorchlanders initially accepted the discrimination as they themselves found their new forms alien, however as those Scorchlanders birthed a new generation which did not experience life as pure Humans, the second generation Scorchlanders eventually banded together and abandoned their cities, establishing a large nomadic confederation instead. The Scorchlander Confederation disrupted Visean supply lines and effectively cut the Dominate in half due to their large scale attacks on caravans crossing the central desert.
War between the Visean Dominate and the Scorchlander Confederation was sparked in 248 Pr.E after the killing of Roi II as he travelled by horseback across the desert to respond to a lesser bandit threat in the eastern provinces. The Scorchlanders claimed the attack was not planned, and they had only thought he was a lone traveler, but the new Dominus Marconi IV immediately started subduing the confederation after being crowned. Through a tough asymmetrical campaign stretching for three Dominus' reigns, Dominus Geroltan I signed a peace treaty in 472 Pr.E ending the war in a stalemate. The Scorchlanders were confined to a reservation in the central, mostly uninhabited and undeveloped deserts, and the Visean Dominus was once again united through its trade routes.
=== Sanguine Era (500 Pr.E - 1000 Pr.E) ===
The Sanguine Era, officially known as the Middle Premier Era, starts with the kidnapping of Dominus Geroltan I by the leader of a mysterious order calling themselves the [[Jalindic Sanguine Brotherhood]]. Revealing themselves to the public after the kidnapping, the Sanguine Brotherhood's leader claimed to be the long-disappeared Impiorer Jalindic IV of the long-collapsed Sermider Impire. Jalindic IV had supposedly contracted Sanguivorism, better known as Vampirism, through his contract with Bolinthian-Gar. He had been consolidating his power and building a secret vampiric empire, sneaking the members of the brotherhood into positions of power since his disappearance.
Large portions of the Dominate's highest commanders then led a large scale rebellion against the Visean Dominate. In response, Regent Dominus Geraltan II established the [[Silver Order]] and the [[First Potejic Order]], respectively blade based and magic based specialized units. Through widescale recruitments as well as the development of anti-sanguivoric technologies such as silversmithing (smithing weapons out of silver), and the discovery of contradictiomancy spells effective against Sanguivores, which is a inherently potentia-based affliction.
Three centuries of conflict ensued, with a magic arms race being the center of the 'war', with both sides unable to top the other's tactics for long.
Through a ritual performed by the Silver Order with the God of Clairvoyance, Holmes, the Sanguine Brotherhood's operating base was finally discovered on the island of Lesser Haster in 822 Pr.E, off the tip of the Asyu Peninsula inside the ruins of a Evolaric-era castle. Mounting a large scale offensive against the Brotherhood, the Jalindic order's top commanders were slaughtered, though Jalindic IV as well as Geraltan I were not found. The campaign against the brotherhood ended around 850 Pr.E as the high command of the sanguivores collapsed and resistance became limited. Some sanguivores reintegrated into society and suppressed their vampiric tendencies, forming small isolated communities, others followed Jalindic IV to the unknown whereabouts where he resides today, and some of the Brotherhood's members purposefully exposed themselves to sunlight in a mass 'atonement' ordered by one of the surviving brotherhood commanders.
Minor Brotherhood successor societies existed until 972 Pr.E, when the final claimant, the True Sanguine Society, was destroyed by members of the First Potejic Order, scattering the members.
=== Recessive Era (1000 Pr.E - 3000 Pr.E) ===
== Deuxier Era ==
=== Early Deuxier Era (1 Dx.E - ) ===
== Troisier Era ==
=== Early Troisier Era (1 Tr.E - ) ===
== Quatremer Era ==
=== Early Quatremer Era (1 Qu.E - ) ===
d2e970198da367eb216b9af4b47b351b6b65e50e
19
18
2024-04-20T15:28:34Z
Soileal
2
more info
wikitext
text/x-wiki
The History of Estorria is long and largely undocumented. This is due to historical records being lost to time, or deliberately destroyed by the many iconoclast kingdoms which may have arisen throughout time. Eras are not equal in length, with some being only a few centuries long, with others being tens of thousands of years long. Most of Estorria uses the Eranic Calendar, which counts years by Era, whilst others count years by Combined Cycle, which adds the combined cycles (years) of all eras together to find the current date.
= Prehistoric Eras =
== Deorian Era ==
The Deorian Era (De.E) is an era of indiscernible time, beginning with the appearance of the Progenitor Deity [[Evzra]], through a chance 'boltzmannic' encounter where the ever-extant chaotic Riviere had gave rise to order, therefore birthing a being capable of tapping into the Riviere's infinite energy, that being the energy of Potentia. Through the Progenitor Deity Evzra's efforts, an island of stability was formed - Estorria, and two orbiting islands, [[Soleil (deity)|Soleil]] & [[Lune (deity)|Lune]], were made afterwards to keep this stability intact. These two islands were then first given life, becoming the twin guardians of Estorria, made to keep watch of the world being the beings of pure light and darkness. More deities came forth from Evzra's efforts, with the gods [[Mortalis]] and [[Morstalis]], the deities of Death and Life respectively, who independently created the cycle of life and rebirth, creating the first forms of [[Encyclopédie Taxonomique d'Estorrie|life domains]] - Botanicus & Faunus.
Evzra then split existence into four realms of existence, and one realm of non-extance - The Realm of the Gods (Regnum Deorum), The Realm of the Living (Regnum Mortalium), The Dividing Riviere, the Soul Plain, and the Void. Two gods were then created or assigned to watch over each realm. Regnum Deorum had Evzra and [[Ypros]], Regnum Mortalium had Soleil & Lune, the Dividing Riviere had [[Majios]] and [[Gatorie]], and the Soul Plain had Mortalis and Morstalis. With the splitting of the realms, the Deorian Era ends.
== Jalicoran Era ==
The Jalicoran Era (Jc.E) begins when the lesser god [[Jalicor]] is uplifted temporarily into a guardian deity of Regnum Mortalium after usurping power from Soleil and Lune with help from the god Morstalis. Morstalis interfered with the order of the mortal realm through meddling with the living, non-divine beings present on the lands, uplifting the Galvoni as the first sentient race. Jalicor then armed these beings with weapons and tasked them to keep his reign true. However the original twin Guardians successfuly banished these Galvoni to the void, doomed to suffer eternally as beings of existance surrounded by non-extance. Seeing the Jalicoran plan to use sentient mortals as minions to uphold his own status as a guardian, they then in turn created their own sentient race - the Prigenios, to do their bidding. Bipedal, with four limbs and a featureless head, these beings were officially ordained as 'gardenkeeps' for their realm, with a total of 100 created. From this 100, most were eventually relieved of duty until a remaining 30 rebelled against the Guardian's rule and spread across the world, molding themselves into the proto-races, ancestors of the modern races we see today.
= Ancient Eras =
== Runic Era ==
=== Runic Era (1 Rn.E - 10000 Rn.E) ===
The Runic Era (Rn.E) is the first era recognized in recorded history. The Runic Era is denoted by the creation of thousands of runic altars scattered around Estorria. Not much is known about the Runic Era, except for minor surviving manuscripts telling of an ancient multiracial kingdom, dubbed the Runic Kingdom, made up of the proto-races located on an archipelago which has been speculated to have sunk into the Great Ocean. This kingdom is theorized to have existed for ten thousand years, with the end of the Runic Era being dated as the last possible date of which this kingdom existed.
== Evolaric Era ==
The Evolaric Era (Ev.E) marks the first era of dated history, starting in CC 10,000 (Combined Cycle) . The proto-races, ancestors of the contemporary widespread races such as Humans and Feyans, built the first civilizations. With very little written sources and only small amounts of ancient artefacts, most of the known information about the Evolaric era are based off of theories. It was first named and coined by historian [[Peix Evolar]] in 710 Qu.E
=== Early Evolaric Era (1 Ev.E - 6000 Ev.E) ===
The Early Evolaric Era denotes the first signs of 'civilized' communities forming a few hundred years after the Runic Era. The Drondic culture first formed around 1 Ev.E is the first known civilization, based roughly around modern-day Koride. Completely disappearing around 3000 Ev.E, they are then succeeded by the Epiphan culture, based around the modern day Ustari region. It is speculated that the Epiphan culture gained favor of the god Majios, who bestowed the first basic knowledge of spellcasting to them. The Epiphan culture centralized into the completely vanished city of Epiphia, and colonized eastern Rikhe. They then went on to create the [[Rikhe Artefact]], a runic stone capable of communication with the god Majios. The culture disappeared around 6000 Ev.E, marking the Early Evolaric Era's end.
=== Late Evolaric Era (6000 Ev.E - 9000 Ev.E) ===
The Late Evolaric Era begins after the collapse of the Epiphan culture, and the first beginnings of the evolution from proto-races into early versions of contemporary races. Civilizations sprung up around the Baslands and Vosya, becoming the Bassic and Vossic states. The first recorded wars were between these two rivalling states, around what is now the Great Basyon Desert. Not much is known about these two states, however. Both cultures vanished around 6800 Ev.E.
The next 1200 years denotes a large gap of chaos, with no discernable centralized states rising until around 8000 Ev.E, where the Vysdraggil state was formed around modern day Northurik. The Vysdraggil state were presumed to have recorded much of their history, however much of it was lost during the reign of High Jarl Gusrik II in the mid Quatrime Era. The Vysdraggil state is speculated to have colonized the northern lands, opening a portal on the northernmost point, the Nordisk Peak, of Estorria leading towards the Soul Plain. This then caused the [[First Soul Breach]], leading to instability across Estorria and the eventual collapse of the Vysdraggil state.
== Feydon Era ==
The Feydon Era (Fy.E), (common elvish for the Era of Elvish Dominance), starts after 9000 Evolaric Era, in CC 19000. The Era is characterized by the rise of the High Feyan race and its dominance over Estorria.
=== Early Feydon Era (1 Fy.E - 1200 Fy.E) ===
The Early Feydon Era begins directly after the First Soul Breach, with the founding of the first Feyan kingdom in the Kurren Woodlands, now the Kurren Desert. The [[Sermider Kingdom]] was formed from a tribal confederation, with the first king, [[Sermid I]], being crowned around 20 Fy.E. The Feyan kingdom were unaware of the First Soul Breach until the first 'Ghastic' beings attacked the northernmost holdings of the state. Sermider adventurers surveying the Rikhe region gained access to the Rikhe Artefact, communicating with the god Majios and gaining knowledge of how to tap into the Riviere to harness magical powers. Forming the [[Sermider Mage Order]] to combat the soul breach, the mage order eventually ridded Estorria of Ghastics after sealing the portal on the Nordisk Peak around 250 Fy.E. The Sermider Mage Order eventually overthrew the Sermid dynasty establishing the Sermider Council State, exiling the king Sermid II in 270 Fy.E, who established a new kingdom with defectors around Arantikes - the Second Sermider Kingdom.
The Second Sermider Kingdom and the Sermider Council State rivalled each other for another two centuries, never going to outright war until 500 Fy.E with the [[Sermider War of Legitimacy]]. The Second Sermider Kingdom, under queen Sermidia I 'the Victorious', won and absorbed the council state. [[Sermidia I]] was then crowned Impioress (empress) of the [[Sermider Impire]] (Sermidian Empire) in 520 Fy.E.
Five centuries of peace followed absolved of major conflict, until Impiorer (emperor) [[Jalinder IV|Jalinder IV 'the Depraved']], was approached by Bolinthiar-Gar, God of Deceit and known as the Purveyor of Lies, tempting the Impiorer with immortality. Accepting the offer, Jalinder IV was struck with a sickness which turned his skin pale white and caused him discomfort in presence of light. Jalinder's condition worsened, with him eventually being bedridden. His brother, Prince Hamic, was named regent in 1080 Fy.E. Around 1082 Fy.E, Jalinder IV disappeared, and Prince Hamic I was crowned as the next Impiorer.
This crowning was controversial as a official confirmation of death was never announced by the Sermider High Council, and instability ensued with Jalinder loyalists taking up arms in the [[Second Sermider War of Legitimacy]] in 1083 Fy.E. The Jalinder loyalists eventually overthrew Hamic I, establishing a regency council in Jalinder IV's name, though he was not seen in nearly three decades, and the Impiorer-less Impire eventually recrowned Hamic I in 1111 Fy.E
Roughly during this era, the Animal Deity [[Faune (deity)|Faune]] uplifts several non-sentient animal species into Proto-Beastmen races. They were first documented around 1170 Fy.E under Janicor II.
The Era ends in 1200 Fy.E, two years after the crowning of Sermidia III.
=== Middle Feydon Era (1200 Fy.E - 1400 Fy.E) ===
The Late Feydon Era begins in 1200 Fy.E after the passing of the Potentia-casting Banning Act, or in old Feyan, the "Acticor Baudapotenihur" (lit. Act of Banning Potentia Casting), making magic of all kind illegal to the general populous. This incited the Sermider Mage Revolt, where Sermider mages went on an open revolt against the monarch. Sermidia III, nicknamed 'the Stubborn', did not lift the ban, eventually quelling the revolt and driving mages into underground societies. Throughout her twelve decade reign, the secret societies of mages attempted to destabilize the impire as much as possible. The largest society, the Potentia Casting Society of True Sermider Citizens, gained prominence after the public murder of the crown prince Galharian I, and his sacrifice to Bolinthiar-Gar. The sacrifice was in an attempt to gain the favor of Bolinthar-Gar, which succeeded as the Bolinthian Artefact was bestowed on the society's leader, Cives Ethat. The artefact was in the form of a runed staff, which when used by Cives, sacrificed all of the members of the secret society to Bolinthiar-Gar, and summoned the Bolinthian Menace - a four-armed Feyan-like giant, with a goat skulled head. The menace destroyed the Sermider royal capital of Sermid, killing Sermidia III, and most of the royal family.
An emergency council was formed again, crowning the previous deceased Impiorer Janicor II's bastard son Vaicter as Impiorer, as he was the closest living relative of the main royal house. Vaicter I led the rapidly collapsing Sermider Impire against the Bolinthian Menace, who at this point had basically destroyed most of the populated southern Sermider holdings. After dozens of attempts to take down the menace failed, Vaicter I made a pact with the deity Yangg, God of Honesty and Order. Vaicter I vanished around 1212 Fy.E, and with his vanishing, the Bolinthian Menace was slain with an immense beam of light emitting from the heavens above.
In the aftermath of the Bolinthian event, Vaicter I was immortalized and underwent 'ascension', the process of a mortal becoming a deity through repeated worship, becoming the God of Sacrifice. His infantile son, Vakhas, was crowned Impiorer afterwards. This marked the end of the Sermid Dynasty and the beginning of the reign of the Vaicterian Dynasty.
Vakhas I reconquered and rebuilt the southern lands, dying in 1307 Fy.E, his son Vaicter II ascending to the throne. Vaicter II finally lifted Sermidia III's potentia ban in 1310 Fy.E. This lead to a boom in the Mystic Arts, and the establishment of the first Potentia Committee, which regulated the schools and arts of magic.
Around this time, the first Human kingdoms sprouted up around Agdanum and Visea - the Norvigskur Jarldom and the First Visean Kingdom. These two kingdoms eventually grew, and the human popualtion of Estorria exploded. Their populations overtook the Feyan Sermider Impire around 1400 Fy.E.
=== Late Feydon Era (1400 Fy.E - 1700 Fy.E) ===
With Feyan dominance unvarying as the two Human kingdoms only grew, the first Sermider diplomatic missions to the human kingdoms were sent around 1420 Fy.E, aiming to curb their growth by offering vassalage status. The Sermider domineering attitude backfired as the Norvigskur Jarldom killed the Feyan diplomats, and the Viseans imprisoned theirs. The Sermider Impire declared war on the two human states in retaliation, starting the [[Sermider-Human War]], the first recorded race war between major powers. The Visean king Roi II personally led his armies, scoring victory after victory in the southern front, whilst the Norvigskur were on the defensive and instead sent agents to slowly weaken the Sermider command structure through plotted assassinations. The war was a long and grueling one, only ending a little over a century after in 1531 Fy.E in a stalemate. The [[Selant Accords]] were signed, with strict borders drawn between the human kingdoms and the Sermider Impire. The Visean and Norvigskur kingdoms shortly afterwards united into a personal union under [[Roystik I]] - the [[Visigskur Empire]], encompassing much of the modern day [[Civeast]].
The Visigskur Empire consolidated its new lands to the west, enacting a conscription law on the landowners to send their serfs to be trained in the Visigskur Imperial Legion decades later in 1650 Fy.E. In 1660 Fy,E, the Visigskur Empire marched on the Sermider Impire's easternmost holdings, starting the [[Sermider-Visigskur War]], sometimes referred to as the Second Sermider-Human War. The war's death toll was in the millions, but the Visigskur military command overwhelmed the Sermider defences and took their capital of Nersermid (New Sermid). The war ended in 1700 Fy.E and resulted in the end of 17 centuries of Feyan dominance in Estorria.
= Modern Eras =
The Modern Era begins in 20700 CC, after the end of the Late Feydon Era. The Modern Eras are denoted by the end of Feyan dominance and the rise of the other Prigenidae races.
== Premier Era ==
=== Dominate Era (1 Pr.E - 500 Pr.E) ===
The Dominate Era, officially known as the Early Premier Era, begins with the victory of the Visigskur Empire over the Sermider Impire. The Visigskur Empire annexes the Sermider lands into its own, renaming itself the [[Visean Dominate]], crowning its emperor Marconi I as Dominus (an artificial rank above 'Emperor'). The Dominus, in an effort to unite the two empires, married a High Feyan royal, which in turn had the opposite effect as 'mixing' was seen as impure by both races.
Marconi I eventually passed the crown to his half-Feyan, half-Human heir, Marconi II, in 60 Pr.E. Known as Marconi II 'the Halfur Monarch', his ascension to the throne as a half-breed led to a large surge in intermingling between the two races, despite prior protests during his fathers rule. Marconi II directed his rule to consolidating the realm. Two further generations passed without major conflict. However, after the granddaughter of Marconi II, Marconia I, died in 191 Pr.E, and left the crown to her niece Roi II, the God of Fire, [[Thermius]], meddled with the human populations of the central desert regions, turning their skin red and growing horns on their skull, before balancing their curse with the gift of fire-breath and inherent knack for Pyromancy. Thermius' act on a whim caused instability as the red-skinned race, dubbed Scorchlanders, became the target of pogroms. The Scorchlanders initially accepted the discrimination as they themselves found their new forms alien, however as those Scorchlanders birthed a new generation which did not experience life as pure Humans, the second generation Scorchlanders eventually banded together and abandoned their cities, establishing a large nomadic confederation instead. The Scorchlander Confederation disrupted Visean supply lines and effectively cut the Dominate in half due to their large scale attacks on caravans crossing the central desert.
War between the Visean Dominate and the Scorchlander Confederation was sparked in 248 Pr.E after the killing of Roi II as he travelled by horseback across the desert to respond to a lesser bandit threat in the eastern provinces. The Scorchlanders claimed the attack was not planned, and they had only thought he was a lone traveler, but the new Dominus Marconi IV immediately started subduing the confederation after being crowned. Through a tough asymmetrical campaign stretching for three Dominus' reigns, Dominus Geroltan I signed a peace treaty in 472 Pr.E ending the war in a stalemate. The Scorchlanders were confined to a reservation in the central, mostly uninhabited and undeveloped deserts, and the Visean Dominus was once again united through its trade routes.
=== Sanguine Era (500 Pr.E - 1000 Pr.E) ===
The Sanguine Era, officially known as the Middle Premier Era, starts with the kidnapping of Dominus Geroltan I by the leader of a mysterious order calling themselves the [[Jalindic Sanguine Brotherhood]]. Revealing themselves to the public after the kidnapping, the Sanguine Brotherhood's leader claimed to be the long-disappeared Impiorer Jalindic IV of the long-collapsed Sermider Impire. Jalindic IV had supposedly contracted Sanguivorism, better known as Vampirism, through his contract with Bolinthian-Gar. He had been consolidating his power and building a secret vampiric empire, sneaking the members of the brotherhood into positions of power since his disappearance.
Large portions of the Dominate's highest commanders then led a large scale rebellion against the Visean Dominate. In response, Regent Dominus Geraltan II established the [[Silver Order]] and the [[First Potejic Order]], respectively blade based and magic based specialized units. Through widescale recruitments as well as the development of anti-sanguivoric technologies such as silversmithing (smithing weapons out of silver), and the discovery of contradictiomancy spells effective against Sanguivores, which is a inherently potentia-based affliction.
Three centuries of conflict ensued, with a magic arms race being the center of the 'war', with both sides unable to top the other's tactics for long.
Through a ritual performed by the Silver Order with the God of Clairvoyance, Holmes, the Sanguine Brotherhood's operating base was finally discovered on the island of Lesser Haster in 822 Pr.E, off the tip of the Asyu Peninsula inside the ruins of a Evolaric-era castle. Mounting a large scale offensive against the Brotherhood, the Jalindic order's top commanders were slaughtered, though Jalindic IV as well as Geraltan I were not found. The campaign against the brotherhood ended around 850 Pr.E as the high command of the sanguivores collapsed and resistance became limited. Some sanguivores reintegrated into society and suppressed their vampiric tendencies, forming small isolated communities, others followed Jalindic IV to the unknown whereabouts where he resides today, and some of the Brotherhood's members purposefully exposed themselves to sunlight in a mass 'atonement' ordered by one of the surviving brotherhood commanders.
Minor Brotherhood successor societies existed until 972 Pr.E, when the final claimant, the True Sanguine Society, was destroyed by members of the First Potejic Order, scattering the members.
=== Recessive Era (1000 Pr.E - 3000 Pr.E) ===
== Deuxier Era ==
=== Early Deuxier Era (1 Dx.E - ) ===
== Troisier Era ==
=== Early Troisier Era (1 Tr.E - ) ===
== Quatremer Era ==
=== Early Quatremer Era (1 Qu.E - ) ===
25461f470f3413b1a4d701fd5326737a6e10bfda
21
19
2024-04-20T19:21:23Z
Soileal
2
premier
wikitext
text/x-wiki
The History of Estorria is long and largely undocumented. This is due to historical records being lost to time, or deliberately destroyed by the many iconoclast kingdoms which may have arisen throughout time. Eras are not equal in length, with some being only a few centuries long, with others being tens of thousands of years long. Most of Estorria uses the Eranic Calendar, which counts years by Era, whilst others count years by Combined Cycle, which adds the combined cycles (years) of all eras together to find the current date.
= Prehistoric Eras =
== Deorian Era ==
The Deorian Era (De.E) is an era of indiscernible time, beginning with the appearance of the Progenitor Deity [[Evzra]], through a chance 'boltzmannic' encounter where the ever-extant chaotic Riviere had gave rise to order, therefore birthing a being capable of tapping into the Riviere's infinite energy, that being the energy of Potentia. Through the Progenitor Deity Evzra's efforts, an island of stability was formed - Estorria, and two orbiting islands, [[Soleil (deity)|Soleil]] & [[Lune (deity)|Lune]], were made afterwards to keep this stability intact. These two islands were then first given life, becoming the twin guardians of Estorria, made to keep watch of the world being the beings of pure light and darkness. More deities came forth from Evzra's efforts, with the gods [[Mortalis]] and [[Morstalis]], the deities of Death and Life respectively, who independently created the cycle of life and rebirth, creating the first forms of [[Encyclopédie Taxonomique d'Estorrie|life domains]] - Botanicus & Faunus.
Evzra then split existence into four realms of existence, and one realm of non-extance - The Realm of the Gods (Regnum Deorum), The Realm of the Living (Regnum Mortalium), The Dividing Riviere, the Soul Plain, and the Void. Two gods were then created or assigned to watch over each realm. Regnum Deorum had Evzra and [[Ypros]], Regnum Mortalium had Soleil & Lune, the Dividing Riviere had [[Majios]] and [[Gatorie]], and the Soul Plain had Mortalis and Morstalis. With the splitting of the realms, the Deorian Era ends.
== Jalicoran Era ==
The Jalicoran Era (Jc.E) begins when the lesser god [[Jalicor]] is uplifted temporarily into a guardian deity of Regnum Mortalium after usurping power from Soleil and Lune with help from the god Morstalis. Morstalis interfered with the order of the mortal realm through meddling with the living, non-divine beings present on the lands, uplifting the Galvoni as the first sentient race. Jalicor then armed these beings with weapons and tasked them to keep his reign true. However the original twin Guardians successfuly banished these Galvoni to the void, doomed to suffer eternally as beings of existance surrounded by non-extance. Seeing the Jalicoran plan to use sentient mortals as minions to uphold his own status as a guardian, they then in turn created their own sentient race - the Prigenios, to do their bidding. Bipedal, with four limbs and a featureless head, these beings were officially ordained as 'gardenkeeps' for their realm, with a total of 100 created. From this 100, most were eventually relieved of duty until a remaining 30 rebelled against the Guardian's rule and spread across the world, molding themselves into the proto-races, ancestors of the modern races we see today.
= Ancient Eras =
== Runic Era ==
=== Runic Era (1 Rn.E - 10000 Rn.E) ===
The Runic Era (Rn.E) is the first era recognized in recorded history. The Runic Era is denoted by the creation of thousands of runic altars scattered around Estorria. Not much is known about the Runic Era, except for minor surviving manuscripts telling of an ancient multiracial kingdom, dubbed the Runic Kingdom, made up of the proto-races located on an archipelago which has been speculated to have sunk into the Great Ocean. This kingdom is theorized to have existed for ten thousand years, with the end of the Runic Era being dated as the last possible date of which this kingdom existed.
== Evolaric Era ==
The Evolaric Era (Ev.E) marks the first era of dated history, starting in CC 10,000 (Combined Cycle) . The proto-races, ancestors of the contemporary widespread races such as Humans and Feyans, built the first civilizations. With very little written sources and only small amounts of ancient artefacts, most of the known information about the Evolaric era are based off of theories. It was first named and coined by historian [[Peix Evolar]] in 710 Qu.E
=== Early Evolaric Era (1 Ev.E - 6000 Ev.E) ===
The Early Evolaric Era denotes the first signs of 'civilized' communities forming a few hundred years after the Runic Era. The Drondic culture first formed around 1 Ev.E is the first known civilization, based roughly around modern-day Koride. Completely disappearing around 3000 Ev.E, they are then succeeded by the Epiphan culture, based around the modern day Ustari region. It is speculated that the Epiphan culture gained favor of the god Majios, who bestowed the first basic knowledge of spellcasting to them. The Epiphan culture centralized into the completely vanished city of Epiphia, and colonized eastern Rikhe. They then went on to create the [[Rikhe Artefact]], a runic stone capable of communication with the god Majios. The culture disappeared around 6000 Ev.E, marking the Early Evolaric Era's end.
=== Late Evolaric Era (6000 Ev.E - 9000 Ev.E) ===
==== Epiphan Collapse & the Bassic-Vossic States (6000 Ev.E - 6800 Ev.E) ====
The Late Evolaric Era begins after the collapse of the Epiphan culture, and the first beginnings of the evolution from proto-races into early versions of contemporary races. Many Beastmen races were first speculated to have been created during this time by God of Animals, Faune.
Civilizations sprung up around the Baslands and Vosya, becoming the Bassic and Vossic states. The first recorded wars were between these two rivalling states, around what is now the Great Basyon Desert. Not much is known about these two states, however. Both cultures vanished around 6800 Ev.E.
==== Vysdraggil State & First Soul Breach (~8000 Ev.E - 9000 Ev.E) ====
The next 1200 years denotes a large gap of chaos, with no discernable centralized states rising until around 8000 Ev.E, where the Vysdraggil state was formed around modern day Northurik. The Vysdraggil state were presumed to have recorded much of their history, however much of it was lost during the reign of High Jarl Gusrik II in the mid Quatrime Era. The Vysdraggil state is speculated to have colonized the northern lands, opening a portal on the northernmost point, the Nordisk Peak, of Estorria leading towards the Soul Plain. This then caused the [[First Soul Breach]], leading to instability across Estorria and the eventual collapse of the Vysdraggil state.
== Feydon Era ==
The Feydon Era (Fy.E), (common elvish for the Era of Elvish Dominance), starts after 9000 Evolaric Era, in CC 19000. The Era is characterized by the rise of the High Feyan race and its dominance over Estorria.
=== Early Feydon Era (1 Fy.E - 1200 Fy.E) ===
The Early Feydon Era begins directly after the First Soul Breach, with the founding of the first Feyan kingdom in the Kurren Woodlands, now the Kurren Desert. The [[Sermider Kingdom]] was formed from a tribal confederation, with the first king, [[Sermid I]], being crowned around 20 Fy.E. The Feyan kingdom were unaware of the First Soul Breach until the first 'Ghastic' beings attacked the northernmost holdings of the state. Sermider adventurers surveying the Rikhe region gained access to the Rikhe Artefact, communicating with the god Majios and gaining knowledge of how to tap into the Riviere to harness magical powers. Forming the [[Sermider Mage Order]] to combat the soul breach, the mage order eventually ridded Estorria of Ghastics after sealing the portal on the Nordisk Peak around 250 Fy.E. The Sermider Mage Order eventually overthrew the Sermid dynasty establishing the Sermider Council State, exiling the king Sermid II in 270 Fy.E, who established a new kingdom with defectors around Arantikes - the Second Sermider Kingdom.
==== Sermider Cold War & War of Legitimacy (270 Fy.E - 520 Fy.E) ====
The Second Sermider Kingdom and the Sermider Council State rivalled each other for another two centuries, never going to outright war until 500 Fy.E with the [[Sermider War of Legitimacy]]. The Second Sermider Kingdom, under queen Sermidia I 'the Victorious', won and absorbed the council state. [[Sermidia I]] was then crowned Impioress (empress) of the [[Sermider Impire]] (Sermidian Empire) in 520 Fy.E.
==== Jalindian Catastrophe & Succession War (1080 Fy.E - 1111 Fy.E) ====
Five centuries of peace followed absolved of major conflict, until Impiorer (emperor) [[Jalinder IV|Jalinder IV 'the Depraved']], was approached by Bolinthiar-Gar, God of Deceit and known as the Purveyor of Lies, tempting the Impiorer with immortality. Accepting the offer, Jalinder IV was struck with a sickness which turned his skin pale white and caused him discomfort in presence of light. Jalinder's condition worsened, with him eventually being bedridden. His brother, Prince Hamic, was named regent in 1080 Fy.E. Around 1082 Fy.E, Jalinder IV disappeared, and Prince Hamic I was crowned as the next Impiorer.
This crowning was controversial as a official confirmation of death was never announced by the Sermider High Council, and instability ensued with Jalinder loyalists taking up arms in the [[Second Sermider War of Legitimacy]] in 1083 Fy.E. The Jalinder loyalists eventually overthrew Hamic I, establishing a regency council in Jalinder IV's name, though he was not seen in nearly three decades, and the Impiorer-less Impire eventually recrowned Hamic I in 1111 Fy.E
The Era ends in 1200 Fy.E, two years after the crowning of Sermidia III.
==== Undated Events ====
Roughly during this era, the Animal Deity [[Faune (deity)|Faune]] uplifts several non-sentient animal species into Proto-Beastmen races. They were first documented around 1170 Fy.E under Janicor II.
Orcs were first documented to have formed tribes around this era, though attacks on their settlements led to their migration southeast.
=== Middle Feydon Era (1200 Fy.E - 1400 Fy.E) ===
==== Acticor Baudapotenihur & Bolinthian Menace (1200 Fy.E - 1212 Fy.E) ====
The Late Feydon Era begins in 1200 Fy.E after the passing of the Potentia-casting Banning Act, or in old Feyan, the "Acticor Baudapotenihur" (lit. Act of Banning Potentia Casting), making magic of all kind illegal to the general populous. This incited the Sermider Mage Revolt, where Sermider mages went on an open revolt against the monarch. Sermidia III, nicknamed 'the Stubborn', did not lift the ban, eventually quelling the revolt and driving mages into underground societies. Throughout her twelve decade reign, the secret societies of mages attempted to destabilize the impire as much as possible. The largest society, the Potentia Casting Society of True Sermider Citizens, gained prominence after the public murder of the crown prince Galharian I, and his sacrifice to Bolinthiar-Gar. The sacrifice was in an attempt to gain the favor of Bolinthar-Gar, which succeeded as the Bolinthian Artefact was bestowed on the society's leader, Cives Ethat. The artefact was in the form of a runed staff, which when used by Cives, sacrificed all of the members of the secret society to Bolinthiar-Gar, and summoned the Bolinthian Menace - a four-armed Feyan-like giant, with a goat skulled head. The menace destroyed the Sermider royal capital of Sermid, killing Sermidia III, and most of the royal family.
An emergency council was formed again, crowning the previous deceased Impiorer Janicor II's bastard son Vaicter as Impiorer, as he was the closest living relative of the main royal house. Vaicter I led the rapidly collapsing Sermider Impire against the Bolinthian Menace, who at this point had basically destroyed most of the populated southern Sermider holdings. After dozens of attempts to take down the menace failed, Vaicter I made a pact with the deity Yangg, God of Honesty and Order. Vaicter I vanished around 1212 Fy.E, and with his vanishing, the Bolinthian Menace was slain by an immense beam of light emitting from the heavens above striking it and slicing its vessel into two halves.
==== Aftermath of the Bolinthian Event (1212 Fy.E - 1400 Fy.E) ====
In the aftermath of the Bolinthian event, Vaicter I was immortalized and underwent 'ascension', the process of a mortal becoming a deity through repeated worship, becoming the God of Sacrifice. His infantile son, Vakhas, was crowned Impiorer afterwards. This marked the end of the Sermid Dynasty and the beginning of the reign of the Vaicterian Dynasty.
Vakhas I reconquered and rebuilt the southern lands, dying in 1307 Fy.E, his son Vaicter II ascending to the throne. Vaicter II finally lifted Sermidia III's potentia ban in 1310 Fy.E. This lead to a boom in the Mystic Arts, and the establishment of the first Potentia Committee, which regulated the schools and arts of magic.
Around this time, the first Human kingdoms sprouted up around Agdanum and Visea - the Norvigskur Jarldom and the First Visean Kingdom. These two kingdoms eventually grew, and the human popualtion of Estorria exploded. Their populations overtook the Feyan Sermider Impire around 1400 Fy.E.
=== Late Feydon Era (1400 Fy.E - 1700 Fy.E) ===
==== Sermider-Human War (1420 Fy.E - 1531 FyE) ====
With Feyan dominance unvarying as the two Human kingdoms only grew, the first Sermider diplomatic missions to the human kingdoms were sent around 1420 Fy.E, aiming to curb their growth by offering vassalage status. The Sermider domineering attitude backfired as the Norvigskur Jarldom killed the Feyan diplomats, and the Viseans imprisoned theirs. The Sermider Impire declared war on the two human states in retaliation, starting the [[Sermider-Human War]], the first recorded race war between major powers. The Visean king Roi II personally led his armies, scoring victory after victory in the southern front, whilst the Norvigskur were on the defensive and instead sent agents to slowly weaken the Sermider command structure through plotted assassinations. The war was a long and grueling one, only ending a little over a century after in 1531 Fy.E in a stalemate. The [[Selant Accords]] were signed, with strict borders drawn between the human kingdoms and the Sermider Impire. The Visean and Norvigskur kingdoms shortly afterwards united into a personal union under [[Roystik I]] - the [[Visigskur Empire]], encompassing much of the modern day [[Civeast]].
==== Later Feydon Era (1541 Fy.E - 1700 Fy.E) ====
The Visigskur Empire consolidated its new lands to the west, enacting a conscription law on the landowners to send their serfs to be trained in the Visigskur Imperial Legion decades later in 1650 Fy.E. In 1660 Fy,E, the Visigskur Empire marched on the Sermider Impire's easternmost holdings, starting the [[Sermider-Visigskur War]], sometimes referred to as the Second Sermider-Human War. The war's death toll was in the millions, but the Visigskur military command overwhelmed the Sermider defences and took their capital of Nersermid (New Sermid). The war ended in 1700 Fy.E and resulted in the end of 17 centuries of Feyan dominance in Estorria.
= Modern Eras =
The Modern Era begins in 20700 CC, after the end of the Late Feydon Era. The Modern Eras are denoted by the end of Feyan dominance and the rise of the other Prigenidae races.
== Premier Era ==
=== Early Dominate Era (1 Pr.E - 500 Pr.E) ===
The Early Dominate Era, officially known as the Early Premier Era, begins with the victory of the Visigskur Empire over the Sermider Impire. The Visigskur Empire annexes the Sermider lands into its own, renaming itself the [[Visean Dominate]], crowning its emperor Marconi I as Dominus (an artificial rank above 'Emperor'). The Dominus, in an effort to unite the two empires, married a High Feyan royal, which in turn had the opposite effect as 'mixing' was seen as impure by both races.
The Dominate names Havos, located inbetween the Postritch Dividing Range and the Vosyan Plains, its new royal and administrative capital.
==== Marconian Solidification & Scorchlandic Arrival (60 Pr.E - ~200 Pr.E) ====
Marconi I eventually passed the crown to his half-Feyan, half-Human heir, Marconi II, in 60 Pr.E. Known as Marconi II 'the Halfur Monarch', his ascension to the throne as a half-breed led to a large surge in intermingling between the two races, despite prior protests during his fathers rule. Marconi II directed his rule to consolidating the realm. Two further generations passed without major conflict. However, after the granddaughter of Marconi II, Marconia I, died in 191 Pr.E, and left the crown to her niece Roi II, the God of Fire, [[Thermius]], meddled with the human populations of the central desert regions, turning their skin red and growing horns on their skull, before balancing their curse with the gift of fire-breath and inherent knack for Pyromancy. Thermius' act on a whim caused instability as the red-skinned race, dubbed Scorchlanders, became the target of pogroms. The Scorchlanders initially accepted the discrimination as they themselves found their new forms alien, however as those Scorchlanders birthed a new generation which did not experience life as pure Humans, the second generation Scorchlanders eventually banded together and abandoned their cities, establishing a large nomadic confederation instead. The Scorchlander Confederation disrupted Visean supply lines and effectively cut the Dominate in half due to their large scale attacks on caravans crossing the central desert.
==== Scorchlander Frontier Wars (248 Pr.E - 472 Pr.E) ====
War between the Visean Dominate and the Scorchlander Confederation was sparked in 248 Pr.E after the killing of Roi II as he travelled by horseback across the desert to respond to a lesser bandit threat in the eastern provinces. The Scorchlanders claimed the attack was not planned, and they had only thought he was a lone traveler, but the new Dominus Marconi IV immediately started subduing the confederation after being crowned. Through a tough asymmetrical campaign stretching for three Dominus' reigns, Dominus Geroltan I signed a peace treaty in 472 Pr.E ending the war in a stalemate. The Scorchlanders were confined to a reservation in the central, mostly uninhabited and undeveloped deserts, and the Visean Dominus was once again united through its trade routes.
=== Sanguine Era (500 Pr.E - 1000 Pr.E) ===
The Sanguine Era, officially known as the Middle Premier Era, starts with the kidnapping of Dominus Geroltan I by the leader of a mysterious order calling themselves the [[Jalindic Sanguine Brotherhood]]. Revealing themselves to the public after the kidnapping, the Sanguine Brotherhood's leader claimed to be the long-disappeared Impiorer Jalindic IV of the long-collapsed Sermider Impire. Jalindic IV had supposedly contracted Sanguivorism, better known as Vampirism, through his contract with Bolinthian-Gar. He had been consolidating his power and building a secret vampiric empire, sneaking the members of the brotherhood into positions of power since his disappearance.
Large portions of the Dominate's highest commanders then led a large scale rebellion against the Visean Dominate. In response, Regent Dominus Geraltan II established the [[Silver Order]] and the [[First Potejic Order]], respectively blade based and magic based specialized units. Through widescale recruitments as well as the development of anti-sanguivoric technologies such as silversmithing (smithing weapons out of silver), and the discovery of contradictiomancy spells effective against Sanguivores, which is a inherently potentia-based affliction.
==== Campaign against Sanguivores & Vanquishing of the Brotherhood (520 Pr.E - 972 Pr.E) ====
Three centuries of conflict ensued, with a magic arms race being the center of the 'war', with both sides unable to top the other's tactics for long. The Visean Dominate manufactured an artificial warrior race through grafting, eugenic practices, as well as meddling by mages, to create the Coustillier race. Originally picked out from half-orcish populations around 550 Pr.E, the race became its modern iteration in 740 Pr.E, being deployed as the brunt of the Silver Order's troops.
Through a ritual performed by the Silver Order with the God of Clairvoyance, Holmes, the Sanguine Brotherhood's operating base was finally discovered on the island of Lesser Haster in 822 Pr.E, off the tip of the Asyu Peninsula inside the ruins of a Evolaric-era castle. Mounting a large scale offensive against the Brotherhood, the Jalindic order's top commanders were slaughtered, though Jalindic IV as well as Geraltan I were not found. The campaign against the brotherhood ended around 850 Pr.E as the high command of the sanguivores collapsed and resistance became limited. Some sanguivores reintegrated into society and suppressed their vampiric tendencies, forming small isolated communities, others followed Jalindic IV to the unknown whereabouts where he resides today, and some of the Brotherhood's members purposefully exposed themselves to sunlight in a mass 'atonement' ordered by one of the surviving brotherhood commanders, Thralcula. This 'atonement' was seen by the deities as worship of Thralcula, and therefore he inadvertently went through ascension, becoming the God of Sanguivores & Repentance.
Minor Brotherhood successor societies existed until 972 Pr.E, when the final claimant, the True Sanguine Society, was destroyed by members of the First Potejic Order, scattering the members.
=== Late Dominate Era (1000 Pr.E - 3100 Pr.E) ===
The Late Dominate Era, known by scholars as the Late Premier Era, starts after the vanquishing of the last vampiric order. The Visean Dominate has become a highly militarized society through its constant wars and battles since, and even before, its creation. With too many professional troops to pay directly with gold, the Visean Dominate hands out large swaths of land to members of the Silver and Potejic orders, then disbanding them. However, through this large scale land handout, many proclaimed the creation of royal houses, creating counties and naming themselves counts. With no law set in place to disallow this, these counts then destabilized the Dominate through large amounts of 'countship wars', where neighboring royal claimants vied to take land and subjugate their neighbors to try to legitimize their houses as royalty.
==== The Countship Wars (1000 Pr.E - 1215 Pr.E) ====
The Countship Wars highly disrupted trade between cities as counts raided and pillaged for funds and men to bolster their strength. Acres of farmland were razed and countless assassinations were performed. In 1010 Pr.E, the Dominus at the time, Lanthal II, cracked down on these 'Countship Wars' with patrols of Dominate Guard troops around major trade routes, securing towns and villages under their protection.
This barely dissuaded the power-hungry low nobility, who attacked the Guard Troops without care. At first, their attacks were mere hit-and-run, low casualty conflicts. However, as the counts became more and more powerful, their large swaths of mercenary armies started to overwhelm the Dominate Guard through sheer number.
In 1028 Pr.E, Lanthal II officially abolished all titles handed out during the late Sanguine Era. Major uprisings ensued as the counts who once warred with eachother signed a truce to attack the Dominate, in a percieved 'Liberty War'. Both sides relentlessly attacked eachother, with no sign of honor as they directly assassinated leaders and their families.
Three Dominus' were assassinated throughout the duration of the war, before Lanthal VI ascended and passed dozens of acts to curb the growth of these counts. The eastern holdings were eventually brought into the fold, whilst the eastern counties were stubborn in resisting. An eventual peace was signed in 1215 Pr.E with large swaths of the western rural countships succeeding as the Second Sermider Impire, a largely Feyan state.
However the human-dominated Ethosan Archipelago west of Sermider was now cut off from the Visean Dominate, and in turn requested independence, which was granted.
==== Second Sermider Impire & Feyan nationalist resurgence (1215 Pr.E - 1240 Pr.E) ====
The High Feyan identity of the old Sermider Impire had largely vanished however due to millenia of intermingling with non-feyan races leaving no pureblood Feyans left. The average Common Feyan had at the least 1/18th human blood. However, the Second Sermider Impire vowed to keep their populations as pure as possible despite this fact. Feyan nobleman Mordrel I was crowned as Impiorer of the reformed Sermider Impire. Mordrel I died in 1240 Pr.E and passed the crown to his heir Mordrel II, who had rarely been seen publicly until his coronation.
==== Mordrel II's Reign of Terror & the Sermider-Visean Border Clashes (1240 Pr.E - 1399 Pr.E) ====
Mordrel II's first acts as Impieror were brash and authoritarian in nature, abolishing the High Council and giving himself absolute power. Dissidence became illegal under threat of the death penalty, as well as trivial things such as fish consumption, ale production, cotton clothing, owning dogs, and non-Feyan culture. Minor revolts happened in place of these laws, however Mordrel II faced these with overwhelming force, killing all who disagreed and their families. This led to a border crisis between Sermider and Visea, with thousands of refugees pouring over the border. These refugees were settled in a largely uninhabited plateau west of Core Visea.
Sermider authorities pursued these refugees, leading to border clashes between Sermider policing agencies and the Visean Guard, with help from local militias. These border clashes were not strictly confined to the border, with Sermider agencies attacking refugees as far as Lake Medaen.
These clashes, as well as the refugee crisis, abruptly stopped in 1399 Pr.E with the death of Mordrel II to a murder plot by his advisors.
==== Visean Southern Tribal Conflict (1453 Pr.E - 1516 Pr.E) ====
On the southern borders of Visea are large decentralized Orc tribes. These tribes were previously employed as mercenary war bands during the Sanguine Era, however they have largely been the subject of raids and targets of violence by adventurers in more recent years. In 1453 Pr.E, these Orc tribes banded together into the Krugzor Tibaz Kontrib'Unizon (Orcish Tribal Confederation), and led raiding parties into Visean territories in retaliation. Visean response was slow, only mounting an official offensive against the tribes around five decades after, in 1506 Pr.E. After this offensive, the tribes collapsed back into its smaller constituent states, however the conflict ensued for another decade until the Krugzor-Visean Accords were signed and the Orcish tribes became tributary states to the Visean Dominate.
==== Age of Venture & Potentia Golden Age (1516 Pr.E - 1844 Pr.E) ====
Visean diplomatic overtures to Sermider in 1584 Pr.E opened borders between the two nations in the first time in centuries. The Visean Dominate pushed southwards and further colonized lands, establishing strongholds and trade routes.
Around 1620 Pr.E was when a [[Davorian Cave System|cave system]] near Vosya was explored, and revealed a vast underground civilization. This civilization, previously unknown to the surface, was inhabited by 'Dwarves', endonymically known as Davorans. The Davorans had known about the surface civilizations, however their isolationist beliefs made it so they did not interact with the outside world. Diplomatically naming themselves the [[Davoran Collective]], they relented on some of their isolationist policies and began trade with the Viseans.
Large scale adventuring and exploration ventures were funded directly by the crown of Visea. Contact with the Ethosan Archipelago was re-established in 1682 Pr.E, however the human populations there had intermingled with the local native Felidae, and had been largely assimilated into Felidae culture. The people of the archipelago had renamed themselves into the [[Ekishoto Empire]], known by the endonym "Eki-sho to bakufu".
More distinct human cultures began to form around the east and north Visean holdings around this time.
Contact was also established with a large underwater 'merfolk' empire in 1722 Pr.E, calling themselves the [[Aylae Aquaempiros]] (lit. Aylaen Water Empire), claiming heritage from a long-lost sunken proto-racial kingdom from the Runic Era.
The earliest Estorria-encompassing maps were created during this time, with the first one, the Nersermid Charter, created in 1728 Pr.E. Technology also progressed during this time, with the art of Runecasting first being discovered by Davoran engineers. Advancements in alchemy as well as the introduction of streamlined potentia harvesting techniques gave rise to a Potentia Golden Age. The First [[Estorrian Mortal Potentia Committee]] was convened, and ordered the mystic arts into six magical schools, facilitating the construction of Mystic Colleges to teach the power of Potentia to scholars.
However, the large amounts of technological advancements came to a halt in 1844 Pr.E, when a cataclysmic event occurred. The event was caused by an experiment gone awry around the Nordisk Peak on the northernmost point of Estorria. The seal which bounded the portal to the Soul Plain was shattered, bringing forth the [[Second Soul Breach]].
==== Second Soul Breach (1844 Pr.E - 2117 Pr.E) ====
The Second Soul Breach abruptly halted the Age of Venture as armies of Ghastic beings, now led by Liches created by Bolinthiar-Gar, streamed out of the Nordisk Peak. The Ghastic armies subjugated and wiped out all the colonies on the Arkcusian Ice Sheet, before sailing south towards Northern Visea. The Soul Breach caused panic across Estorria, and prompted the creation of the Palinthian Pact between the Visean Dominate, Davoran Collective, Ekishoto Empire, Aylae Aquaempiros, and the Sermider Impire - all the dominant major powers. Minor members also included the Regthormzd Krugzor Tibaz Kontrib'Unizon (Reformed Orcish Tribal Confederation), the Skovisian Grand Duchy, and the Vienian City-States.
A collective army comprised of members of all of the pact's members, including some mercenary bands, held a defensive line, dubbed the 'Northern Wall', stretching from the eastern Kurren Forest from the east, around the [[Postrich Dividing Range]], to the [[Vyadevsk Tundra]] in the west. The wall first comprised of a number of decentralized camps of troops defending against the Ghastic invaders, however as the campaign went on, became a physical wall of stone, dirt, and bodies. It reached up to 8 metrics in height in most areas, and had an average thickness of around 12 metrics. It was lastly ordained as the [[Palinthian Wall]].
Many specialized units were created during the campaign. The Visean Dominate established cavalry regiments comprising of centaurs, and scouting regiments of harpies. The Silver Order was also reactivated, as well as the creation of the [[Second Potejic Order]].
In the second decade of the campaign, in 1864 Pr.E, Dominus Treithan II struck a deal with Krazog, God of Blade, an ascended Orcish warrior, to create specifically designed blades to be used against the Ghastic armies, in return for Orcish freedom after the campaign. These blades, dubbed the Krazogan Blades, were extremely effective, and the Palinthian Pact steadily advanced and pushed back the invading armies. Another pact was formed by Impiorer Pasthar IV with God of Order and Honesty, Yangg, who sent his servant Seraphs to aid the Palinthians in battle.
The Ghastic forces were eventually overwhelmed and pushed to the sea in 1922 Pr.E, though they held out in Arkcusia for around two centuries further as repeated landing attempts failed. The Seventeenth Arkcusian landing succeeded in 2109 Pr.E, and the portal was sealed again in 2117 Pr.E.
==== Age of Tranquility (2117 Pr.E - 2657 Pr.E) ====
After the second vanquishing of a Ghastic invasion force, the Palinthian Pact held together. The Orcish Tribes were relinquished of tributary status as promised, and the old Palinthian Wall was repurposed and became a vital trade route between the western and eastern coasts, known as the [[Palinthian Road]]. With the establishment of this road, opportunistic Scorchlanders establish the '[[Frontier Trading Company]]'. The Seraphs of Yangg stick around the mortal realm to keep watch of Estorria, forming the [[Seraphic Order]].
During this time, the Feyan populations in the Visi Plateau, known to them as the Degrios Plateau, became culturally and racially distinct from the Feyans of Sermider, taking on darker skin tones and pearly white eyes. These populations called themselves the 'Drow', meaning 'dark'.
Around 2200 Pr.E, a number of Davorans move from their subterranean homes to begin to live on the surface, opting for rural agricultural roles such as farmers and fishermen. These Davorans overtime became a distinct race, dubbed 'Hobbits' or 'Halflings'.
In 2322 Pr.E, the [[Estorrian Mortal Potentia Committee]] established the School of Abstractus and School of Humanitas as the Seventh and Eighth Mystic Art schools. The committee orders the construction of its new headquarters on the Nordisk Peak, directly surrounding the portal to the Soul Plain, to ensure its continued seal. The Committee Headquarters is finished in 2349, and with its construction follows the establishment of Potentas, a small town surrounding the headquarters.
In 2457 Pr.E, the God of Prophecy, [[Pra'dispos]], through possession of the court mage of the Visean Dominate, Gelon Harkhand, writes the [[First Prophetic Manuscript]], telling of a cataclysmic event in which 'a punch from the heavens' will be thrown in two centuries time. A further possession occurs a year later in 2458 Pr.E where the [[Second Prophetic Manuscript]] is written, telling of a cataclysmic event in which 'an great axe wound shall appear on the ground they walk', which will occur in exactly one millenium.
In the year 2577 Pr.E, the Visean capital city of Havos expands itself downwards, creating an extensive Davoran quarter. A large scale project is undertaken at the same time, creating a subterranean trade road network towards the Davoran Collective. Around the same time, Potentas grows into a proper city.
Around 2600 Pr.E, the mage Grindol lifts large chunks of earth into the sky, imbuing them with Potentia and allowing them to float buoyantly in the air. He establishes his own realm on the largest of these islands, the [[Grindoler Kingdom]], which floats above the Southern Great Ocean.
==== Arrival of the Basyon Pillar & Aftermath (2658 Pr.E - 2700 Pr.E) ====
The Age of Tranquility ends in 2658 Pr.E, when the First Prophetic Manuscript's prophecy is validated, as a chunk of rock, comparable to the size of a mountain, crashes from the heavens like a fist. It crashes into the center of the Basyon Desert, instantly vaporizing the townships around the impact, before sending a shockwave which's wind could be felt as far as the orcish tribal lands. Surveying corps find that at the epicenter of the cataclysm lays a large pillar-like structure, measuring 1000 metrics in height, and 150 metrics in width. The construct is described to be dark and inscribed with kilometrics of indecipherable and advanced runes. The pillar glows an ominous red, and emits a low hum which brings discomfort to every listener.
The Visean Dominate immediately send research teams, as do many other nations. However, it is quickly shown with the arrival of the first research teams that the pillar emits a psychic mind altering aura, driving those in close proximity into a blood-lusted rage. The pillar is dubbed the 'Basyon Pillar' by academic circles. Observed by teams from camps from afar, the pillar is still a mystery to this day due to its hard-to-research nature.
The impact of the pillar crashing into Estorria damaged many parts of lands, as well as collapsing much of the Davoran Collective's subterranean civilization. The city of Pithl was in the vicinity of the impact, and therefore it, and all of its residents, were instantly killed. The immediate aftermath of the cataclysm was large scale panic across Estorria.
==== Peacebreaker War & end of the Palinthian Pact (2711 Pr.E - 3100 Pr.E) ====
== Deuxier Era ==
=== Early Deuxier Era (1 Dx.E - ) ===
== Troisier Era ==
=== Early Troisier Era (1 Tr.E - ) ===
== Quatremer Era ==
=== Early Quatremer Era (1 Qu.E - ) ===
ae847099cf8bc64baf3779f076f88524f7382f57
23
21
2024-04-21T05:48:11Z
Soileal
2
wikitext
text/x-wiki
The History of Estorria is long and largely undocumented. This is due to historical records being lost to time, or deliberately destroyed by the many iconoclast kingdoms which may have arisen throughout time. Eras are not equal in length, with some being only a few centuries long, with others being tens of thousands of years long. Most of Estorria uses the Eranic Calendar, which counts years by Era, whilst others count years by Combined Cycle, which adds the combined cycles (years) of all eras together to find the current date.
= Prehistoric Eras =
== Deorian Era ==
The Deorian Era (De.E) is an era of indiscernible time, beginning with the appearance of the Progenitor Deity [[Evzra]], through a chance 'boltzmannic' encounter where the ever-extant chaotic Riviere had gave rise to order, therefore birthing a being capable of tapping into the Riviere's infinite energy, that being the energy of Potentia. Through the Progenitor Deity Evzra's efforts, an island of stability was formed - Estorria, and two orbiting islands, [[Soleil (deity)|Soleil]] & [[Lune (deity)|Lune]], were made afterwards to keep this stability intact. These two islands were then first given life, becoming the twin guardians of Estorria, made to keep watch of the world being the beings of pure light and darkness. More deities came forth from Evzra's efforts, with the gods [[Mortalis]] and [[Morstalis]], the deities of Death and Life respectively, who independently created the cycle of life and rebirth, creating the first forms of [[Encyclopédie Taxonomique d'Estorrie|life domains]] - Botanicus & Faunus.
Evzra then split existence into four realms of existence, and one realm of non-extance - The Realm of the Gods (Regnum Deorum), The Realm of the Living (Regnum Mortalium), The Dividing Riviere, the Soul Plain, and the Void. Two gods were then created or assigned to watch over each realm. Regnum Deorum had Evzra and [[Ypros]], Regnum Mortalium had Soleil & Lune, the Dividing Riviere had [[Majios]] and [[Gatorie]], and the Soul Plain had Mortalis and Morstalis. With the splitting of the realms, the Deorian Era ends.
== Jalicoran Era ==
The Jalicoran Era (Jc.E) begins when the lesser god [[Jalicor]] is uplifted temporarily into a guardian deity of Regnum Mortalium after usurping power from Soleil and Lune with help from the god Morstalis. Morstalis interfered with the order of the mortal realm through meddling with the living, non-divine beings present on the lands, uplifting the Galvoni as the first sentient race. Jalicor then armed these beings with weapons and tasked them to keep his reign true. However the original twin Guardians successfuly banished these Galvoni to the void, doomed to suffer eternally as beings of existance surrounded by non-extance. Seeing the Jalicoran plan to use sentient mortals as minions to uphold his own status as a guardian, they then in turn created their own sentient race - the Prigenios, to do their bidding. Bipedal, with four limbs and a featureless head, these beings were officially ordained as 'gardenkeeps' for their realm, with a total of 100 created. From this 100, most were eventually relieved of duty until a remaining 30 rebelled against the Guardian's rule and spread across the world, molding themselves into the proto-races, ancestors of the modern races we see today.
= Ancient Eras =
== Runic Era ==
=== Runic Era (1 Rn.E - 10000 Rn.E) ===
The Runic Era (Rn.E) is the first era recognized in recorded history. The Runic Era is denoted by the creation of thousands of runic altars scattered around Estorria. Not much is known about the Runic Era, except for minor surviving manuscripts telling of an ancient multiracial kingdom, dubbed the Runic Kingdom, made up of the proto-races located on an archipelago which has been speculated to have sunk into the Great Ocean. This kingdom is theorized to have existed for ten thousand years, with the end of the Runic Era being dated as the last possible date of which this kingdom existed.
== Evolaric Era ==
The Evolaric Era (Ev.E) marks the first era of dated history, starting in CC 10,000 (Combined Cycle) . The proto-races, ancestors of the contemporary widespread races such as Humans and Feyans, built the first civilizations. With very little written sources and only small amounts of ancient artefacts, most of the known information about the Evolaric era are based off of theories. It was first named and coined by historian [[Peix Evolar]] in 710 Qu.E
=== Early Evolaric Era (1 Ev.E - 6000 Ev.E) ===
The Early Evolaric Era denotes the first signs of 'civilized' communities forming a few hundred years after the Runic Era. The Drondic culture first formed around 1 Ev.E is the first known civilization, based roughly around modern-day Koride. Completely disappearing around 3000 Ev.E, they are then succeeded by the Epiphan culture, based around the modern day Ustari region. It is speculated that the Epiphan culture gained favor of the god Majios, who bestowed the first basic knowledge of spellcasting to them. The Epiphan culture centralized into the completely vanished city of Epiphia, and colonized eastern Rikhe. They then went on to create the [[Rikhe Artefact]], a runic stone capable of communication with the god Majios. The culture disappeared around 6000 Ev.E, marking the Early Evolaric Era's end.
=== Late Evolaric Era (6000 Ev.E - 9000 Ev.E) ===
==== Epiphan Collapse & the Bassic-Vossic States (6000 Ev.E - 6800 Ev.E) ====
The Late Evolaric Era begins after the collapse of the Epiphan culture, and the first beginnings of the evolution from proto-races into early versions of contemporary races. Many Beastmen races were first speculated to have been created during this time by God of Animals, Faune.
Civilizations sprung up around the Baslands and Vosya, becoming the Bassic and Vossic states. The first recorded wars were between these two rivalling states, around what is now the Great Basyon Desert. Not much is known about these two states, however. Both cultures vanished around 6800 Ev.E.
==== Vysdraggil State & First Soul Breach (~8000 Ev.E - 9000 Ev.E) ====
The next 1200 years denotes a large gap of chaos, with no discernable centralized states rising until around 8000 Ev.E, where the Vysdraggil state was formed around modern day Northurik. The Vysdraggil state were presumed to have recorded much of their history, however much of it was lost during the reign of High Jarl Gusrik II in the mid Quatrime Era. The Vysdraggil state is speculated to have colonized the northern lands, opening a portal on the northernmost point, the Nordisk Peak, of Estorria leading towards the Soul Plain. This then caused the [[First Soul Breach]], leading to instability across Estorria and the eventual collapse of the Vysdraggil state.
== Feydon Era ==
The Feydon Era (Fy.E), (common elvish for the Era of Elvish Dominance), starts after 9000 Evolaric Era, in CC 19000. The Era is characterized by the rise of the High Feyan race and its dominance over Estorria.
=== Early Feydon Era (1 Fy.E - 1200 Fy.E) ===
The Early Feydon Era begins directly after the First Soul Breach, with the founding of the first Feyan kingdom in the Kurren Woodlands, now the Kurren Desert. The [[Sermider Kingdom]] was formed from a tribal confederation, with the first king, [[Sermid I]], being crowned around 20 Fy.E. The Feyan kingdom were unaware of the First Soul Breach until the first 'Ghastic' beings attacked the northernmost holdings of the state. Sermider adventurers surveying the Rikhe region gained access to the Rikhe Artefact, communicating with the god Majios and gaining knowledge of how to tap into the Riviere to harness magical powers. Forming the [[Sermider Mage Order]] to combat the soul breach, the mage order eventually ridded Estorria of Ghastics after sealing the portal on the Nordisk Peak around 250 Fy.E. The Sermider Mage Order eventually overthrew the Sermid dynasty establishing the Sermider Council State, exiling the king Sermid II in 270 Fy.E, who established a new kingdom with defectors around Arantikes - the Second Sermider Kingdom.
==== Sermider Cold War & War of Legitimacy (270 Fy.E - 520 Fy.E) ====
The Second Sermider Kingdom and the Sermider Council State rivalled each other for another two centuries, never going to outright war until 500 Fy.E with the [[Sermider War of Legitimacy]]. The Second Sermider Kingdom, under queen Sermidia I 'the Victorious', won and absorbed the council state. [[Sermidia I]] was then crowned Impioress (empress) of the [[Sermider Impire]] (Sermidian Empire) in 520 Fy.E.
==== Jalindian Catastrophe & Succession War (1080 Fy.E - 1111 Fy.E) ====
Five centuries of peace followed absolved of major conflict, until Impiorer (emperor) [[Jalinder IV|Jalinder IV 'the Depraved']], was approached by Bolinthiar-Gar, God of Deceit and known as the Purveyor of Lies, tempting the Impiorer with immortality. Accepting the offer, Jalinder IV was struck with a sickness which turned his skin pale white and caused him discomfort in presence of light. Jalinder's condition worsened, with him eventually being bedridden. His brother, Prince Hamic, was named regent in 1080 Fy.E. Around 1082 Fy.E, Jalinder IV disappeared, and Prince Hamic I was crowned as the next Impiorer.
This crowning was controversial as a official confirmation of death was never announced by the Sermider High Council, and instability ensued with Jalinder loyalists taking up arms in the [[Second Sermider War of Legitimacy]] in 1083 Fy.E. The Jalinder loyalists eventually overthrew Hamic I, establishing a regency council in Jalinder IV's name, though he was not seen in nearly three decades, and the Impiorer-less Impire eventually recrowned Hamic I in 1111 Fy.E
The Era ends in 1200 Fy.E, two years after the crowning of Sermidia III.
==== Undated Events ====
Roughly during this era, the Animal Deity [[Faune (deity)|Faune]] uplifts several non-sentient animal species into Proto-Beastmen races. They were first documented around 1170 Fy.E under Janicor II.
Orcs were first documented to have formed tribes around this era, though attacks on their settlements led to their migration southeast.
=== Middle Feydon Era (1200 Fy.E - 1400 Fy.E) ===
==== Acticor Baudapotenihur & Bolinthian Menace (1200 Fy.E - 1212 Fy.E) ====
The Late Feydon Era begins in 1200 Fy.E after the passing of the Potentia-casting Banning Act, or in old Feyan, the "Acticor Baudapotenihur" (lit. Act of Banning Potentia Casting), making magic of all kind illegal to the general populous. This incited the Sermider Mage Revolt, where Sermider mages went on an open revolt against the monarch. Sermidia III, nicknamed 'the Stubborn', did not lift the ban, eventually quelling the revolt and driving mages into underground societies. Throughout her twelve decade reign, the secret societies of mages attempted to destabilize the impire as much as possible. The largest society, the Potentia Casting Society of True Sermider Citizens, gained prominence after the public murder of the crown prince Galharian I, and his sacrifice to Bolinthiar-Gar. The sacrifice was in an attempt to gain the favor of Bolinthar-Gar, which succeeded as the Bolinthian Artefact was bestowed on the society's leader, Cives Ethat. The artefact was in the form of a runed staff, which when used by Cives, sacrificed all of the members of the secret society to Bolinthiar-Gar, and summoned the Bolinthian Menace - a four-armed Feyan-like giant, with a goat skulled head. The menace destroyed the Sermider royal capital of Sermid, killing Sermidia III, and most of the royal family.
An emergency council was formed again, crowning the previous deceased Impiorer Janicor II's bastard son Vaicter as Impiorer, as he was the closest living relative of the main royal house. Vaicter I led the rapidly collapsing Sermider Impire against the Bolinthian Menace, who at this point had basically destroyed most of the populated southern Sermider holdings. After dozens of attempts to take down the menace failed, Vaicter I made a pact with the deity Yangg, God of Honesty and Order. Vaicter I vanished around 1212 Fy.E, and with his vanishing, the Bolinthian Menace was slain by an immense beam of light emitting from the heavens above striking it and slicing its vessel into two halves.
==== Aftermath of the Bolinthian Event (1212 Fy.E - 1400 Fy.E) ====
In the aftermath of the Bolinthian event, Vaicter I was immortalized and underwent 'ascension', the process of a mortal becoming a deity through repeated worship, becoming the God of Sacrifice. His infantile son, Vakhas, was crowned Impiorer afterwards. This marked the end of the Sermid Dynasty and the beginning of the reign of the Vaicterian Dynasty.
Vakhas I reconquered and rebuilt the southern lands, dying in 1307 Fy.E, his son Vaicter II ascending to the throne. Vaicter II finally lifted Sermidia III's potentia ban in 1310 Fy.E. This lead to a boom in the Mystic Arts, and the establishment of the first Potentia Committee, which regulated the schools and arts of magic.
Around this time, the first Human kingdoms sprouted up around Agdanum and Visea - the Norvigskur Jarldom and the First Visean Kingdom. These two kingdoms eventually grew, and the human popualtion of Estorria exploded. Their populations overtook the Feyan Sermider Impire around 1400 Fy.E.
=== Late Feydon Era (1400 Fy.E - 1700 Fy.E) ===
==== Sermider-Human War (1420 Fy.E - 1531 FyE) ====
With Feyan dominance unvarying as the two Human kingdoms only grew, the first Sermider diplomatic missions to the human kingdoms were sent around 1420 Fy.E, aiming to curb their growth by offering vassalage status. The Sermider domineering attitude backfired as the Norvigskur Jarldom killed the Feyan diplomats, and the Viseans imprisoned theirs. The Sermider Impire declared war on the two human states in retaliation, starting the [[Sermider-Human War]], the first recorded race war between major powers. The Visean king Roi II personally led his armies, scoring victory after victory in the southern front, whilst the Norvigskur were on the defensive and instead sent agents to slowly weaken the Sermider command structure through plotted assassinations. The war was a long and grueling one, only ending a little over a century after in 1531 Fy.E in a stalemate. The [[Selant Accords]] were signed, with strict borders drawn between the human kingdoms and the Sermider Impire. The Visean and Norvigskur kingdoms shortly afterwards united into a personal union under [[Roystik I]] - the [[Visigskur Empire]], encompassing much of the modern day [[Civeast]].
==== Later Feydon Era (1541 Fy.E - 1700 Fy.E) ====
The Visigskur Empire consolidated its new lands to the west, enacting a conscription law on the landowners to send their serfs to be trained in the Visigskur Imperial Legion decades later in 1650 Fy.E. In 1660 Fy,E, the Visigskur Empire marched on the Sermider Impire's easternmost holdings, starting the [[Sermider-Visigskur War]], sometimes referred to as the Second Sermider-Human War. The war's death toll was in the millions, but the Visigskur military command overwhelmed the Sermider defences and took their capital of Nersermid (New Sermid). The war ended in 1700 Fy.E and resulted in the end of 17 centuries of Feyan dominance in Estorria.
==== Undated Events ====
Visigskur trading posts in the Dragos Peninsula isolate themselves from the Empire, forming independent city-states.
The Jarlic Society is formed around this era.
= Modern Eras =
The Modern Era begins in 20700 CC, after the end of the Late Feydon Era. The Modern Eras are denoted by the end of Feyan dominance and the rise of the other Prigenidae races.
== Premier Era ==
=== Early Dominate Era (1 Pr.E - 500 Pr.E) ===
The Early Dominate Era, officially known as the Early Premier Era, begins with the victory of the Visigskur Empire over the Sermider Impire. The Visigskur Empire annexes the Sermider lands into its own, renaming itself the [[Visean Dominate]], crowning its emperor Marconi I as Dominus (an artificial rank above 'Emperor'). The Dominus, in an effort to unite the two empires, married a High Feyan royal, which in turn had the opposite effect as 'mixing' was seen as impure by both races.
The Dominate names Havos, located inbetween the Postritch Dividing Range and the Vosyan Plains, its new royal and administrative capital.
==== Marconian Solidification & Scorchlandic Arrival (60 Pr.E - ~200 Pr.E) ====
Marconi I eventually passed the crown to his half-Feyan, half-Human heir, Marconi II, in 60 Pr.E. Known as Marconi II 'the Halfur Monarch', his ascension to the throne as a half-breed led to a large surge in intermingling between the two races, despite prior protests during his fathers rule. Marconi II directed his rule to consolidating the realm. Two further generations passed without major conflict. However, after the granddaughter of Marconi II, Marconia I, died in 191 Pr.E, and left the crown to her niece Roi II, the God of Fire, [[Thermius]], meddled with the human populations of the central desert regions, turning their skin red and growing horns on their skull, before balancing their curse with the gift of fire-breath and inherent knack for Pyromancy. Thermius' act on a whim caused instability as the red-skinned race, dubbed Scorchlanders, became the target of pogroms. The Scorchlanders initially accepted the discrimination as they themselves found their new forms alien, however as those Scorchlanders birthed a new generation which did not experience life as pure Humans, the second generation Scorchlanders eventually banded together and abandoned their cities, establishing a large nomadic confederation instead. The Scorchlander Confederation disrupted Visean supply lines and effectively cut the Dominate in half due to their large scale attacks on caravans crossing the central desert.
==== Scorchlander Frontier Wars (248 Pr.E - 472 Pr.E) ====
War between the Visean Dominate and the Scorchlander Confederation was sparked in 248 Pr.E after the killing of Roi II as he travelled by horseback across the desert to respond to a lesser bandit threat in the eastern provinces. The Scorchlanders claimed the attack was not planned, and they had only thought he was a lone traveler, but the new Dominus Marconi IV immediately started subduing the confederation after being crowned. Through a tough asymmetrical campaign stretching for three Dominus' reigns, Dominus Geroltan I signed a peace treaty in 472 Pr.E ending the war in a stalemate. The Scorchlanders were confined to a reservation in the central, mostly uninhabited and undeveloped deserts, and the Visean Dominus was once again united through its trade routes.
=== Sanguine Era (500 Pr.E - 1000 Pr.E) ===
The Sanguine Era, officially known as the Middle Premier Era, starts with the kidnapping of Dominus Geroltan I by the leader of a mysterious order calling themselves the [[Jalindic Sanguine Brotherhood]]. Revealing themselves to the public after the kidnapping, the Sanguine Brotherhood's leader claimed to be the long-disappeared Impiorer Jalindic IV of the long-collapsed Sermider Impire. Jalindic IV had supposedly contracted Sanguivorism, better known as Vampirism, through his contract with Bolinthian-Gar. He had been consolidating his power and building a secret vampiric empire, sneaking the members of the brotherhood into positions of power since his disappearance.
Large portions of the Dominate's highest commanders then led a large scale rebellion against the Visean Dominate. In response, Regent Dominus Geraltan II established the [[Silver Order]] and the [[First Potejic Order]], respectively blade based and magic based specialized units. Through widescale recruitments as well as the development of anti-sanguivoric technologies such as silversmithing (smithing weapons out of silver), and the discovery of contradictiomancy spells effective against Sanguivores, which is a inherently potentia-based affliction.
==== Campaign against Sanguivores & Vanquishing of the Brotherhood (520 Pr.E - 972 Pr.E) ====
Three centuries of conflict ensued, with a magic arms race being the center of the 'war', with both sides unable to top the other's tactics for long. The Visean Dominate manufactured an artificial warrior race through grafting, eugenic practices, as well as meddling by mages, to create the Coustillier race. Originally picked out from half-orcish populations around 550 Pr.E, the race became its modern iteration in 740 Pr.E, being deployed as the brunt of the Silver Order's troops.
Through a ritual performed by the Silver Order with the God of Clairvoyance, Holmes, the Sanguine Brotherhood's operating base was finally discovered on the island of Lesser Haster in 822 Pr.E, off the tip of the Asyu Peninsula inside the ruins of a Evolaric-era castle. Mounting a large scale offensive against the Brotherhood, the Jalindic order's top commanders were slaughtered, though Jalindic IV as well as Geraltan I were not found. The campaign against the brotherhood ended around 850 Pr.E as the high command of the sanguivores collapsed and resistance became limited. Some sanguivores reintegrated into society and suppressed their vampiric tendencies, forming small isolated communities, others followed Jalindic IV to the unknown whereabouts where he resides today, and some of the Brotherhood's members purposefully exposed themselves to sunlight in a mass 'atonement' ordered by one of the surviving brotherhood commanders, Thralcula. This 'atonement' was seen by the deities as worship of Thralcula, and therefore he inadvertently went through ascension, becoming the God of Sanguivores & Repentance.
Minor Brotherhood successor societies existed until 972 Pr.E, when the final claimant, the True Sanguine Society, was destroyed by members of the First Potejic Order, scattering the members.
=== Late Dominate Era (1000 Pr.E - 3100 Pr.E) ===
The Late Dominate Era, known by scholars as the Late Premier Era, starts after the vanquishing of the last vampiric order. The Visean Dominate has become a highly militarized society through its constant wars and battles since, and even before, its creation. With too many professional troops to pay directly with gold, the Visean Dominate hands out large swaths of land to members of the Silver and Potejic orders, then disbanding them. However, through this large scale land handout, many proclaimed the creation of royal houses, creating counties and naming themselves counts. With no law set in place to disallow this, these counts then destabilized the Dominate through large amounts of 'countship wars', where neighboring royal claimants vied to take land and subjugate their neighbors to try to legitimize their houses as royalty.
==== The Countship Wars (1000 Pr.E - 1215 Pr.E) ====
The Countship Wars highly disrupted trade between cities as counts raided and pillaged for funds and men to bolster their strength. Acres of farmland were razed and countless assassinations were performed. In 1010 Pr.E, the Dominus at the time, Lanthal II, cracked down on these 'Countship Wars' with patrols of Dominate Guard troops around major trade routes, securing towns and villages under their protection.
This barely dissuaded the power-hungry low nobility, who attacked the Guard Troops without care. At first, their attacks were mere hit-and-run, low casualty conflicts. However, as the counts became more and more powerful, their large swaths of mercenary armies started to overwhelm the Dominate Guard through sheer number.
In 1028 Pr.E, Lanthal II officially abolished all titles handed out during the late Sanguine Era. Major uprisings ensued as the counts who once warred with eachother signed a truce to attack the Dominate, in a percieved 'Liberty War'. Both sides relentlessly attacked eachother, with no sign of honor as they directly assassinated leaders and their families.
Three Dominus' were assassinated throughout the duration of the war, before Lanthal VI ascended and passed dozens of acts to curb the growth of these counts. The eastern holdings were eventually brought into the fold, whilst the eastern counties were stubborn in resisting. An eventual peace was signed in 1215 Pr.E with large swaths of the western rural countships succeeding as the Second Sermider Impire, a largely Feyan state.
However the human-dominated Ethosan Archipelago west of Sermider was now cut off from the Visean Dominate, and in turn requested independence, which was granted.
==== Second Sermider Impire & Feyan nationalist resurgence (1215 Pr.E - 1240 Pr.E) ====
The High Feyan identity of the old Sermider Impire had largely vanished however due to millenia of intermingling with non-feyan races leaving no pureblood Feyans left. The average Common Feyan had at the least 1/18th human blood. However, the Second Sermider Impire vowed to keep their populations as pure as possible despite this fact. Feyan nobleman Mordrel I was crowned as Impiorer of the reformed Sermider Impire. Mordrel I died in 1240 Pr.E and passed the crown to his heir Mordrel II, who had rarely been seen publicly until his coronation.
==== Mordrel II's Reign of Terror & the Sermider-Visean Border Clashes (1240 Pr.E - 1399 Pr.E) ====
Mordrel II's first acts as Impieror were brash and authoritarian in nature, abolishing the High Council and giving himself absolute power. Dissidence became illegal under threat of the death penalty, as well as trivial things such as fish consumption, ale production, cotton clothing, owning dogs, and non-Feyan culture. Minor revolts happened in place of these laws, however Mordrel II faced these with overwhelming force, killing all who disagreed and their families. This led to a border crisis between Sermider and Visea, with thousands of refugees pouring over the border. These refugees were settled in a largely uninhabited plateau west of Core Visea.
Sermider authorities pursued these refugees, leading to border clashes between Sermider policing agencies and the Visean Guard, with help from local militias. These border clashes were not strictly confined to the border, with Sermider agencies attacking refugees as far as Lake Medaen.
These clashes, as well as the refugee crisis, abruptly stopped in 1399 Pr.E with the death of Mordrel II to a murder plot by his advisors.
==== Visean Southern Tribal Conflict (1453 Pr.E - 1516 Pr.E) ====
On the southern borders of Visea are large decentralized Orc tribes. These tribes were previously employed as mercenary war bands during the Sanguine Era, however they have largely been the subject of raids and targets of violence by adventurers in more recent years. In 1453 Pr.E, these Orc tribes banded together into the Krugzor Tibaz Kontrib'Unizon (Orcish Tribal Confederation), and led raiding parties into Visean territories in retaliation. Visean response was slow, only mounting an official offensive against the tribes around five decades after, in 1506 Pr.E. After this offensive, the tribes collapsed back into its smaller constituent states, however the conflict ensued for another decade until the Krugzor-Visean Accords were signed and the Orcish tribes became tributary states to the Visean Dominate.
==== Age of Venture & Potentia Golden Age (1516 Pr.E - 1844 Pr.E) ====
Visean diplomatic overtures to Sermider in 1584 Pr.E opened borders between the two nations in the first time in centuries. The Visean Dominate pushed southwards and further colonized lands, establishing strongholds and trade routes.
Around 1620 Pr.E was when a [[Davorian Cave System|cave system]] near Vosya was explored, and revealed a vast underground civilization. This civilization, previously unknown to the surface, was inhabited by 'Dwarves', endonymically known as Davorans. The Davorans had known about the surface civilizations, however their isolationist beliefs made it so they did not interact with the outside world. Diplomatically naming themselves the [[Davoran Collective]], they relented on some of their isolationist policies and began trade with the Viseans.
Large scale adventuring and exploration ventures were funded directly by the crown of Visea. Contact with the Ethosan Archipelago was re-established in 1682 Pr.E, however the human populations there had intermingled with the local native Felidae, and had been largely assimilated into Felidae culture. The people of the archipelago had renamed themselves into the [[Ekishoto Empire]], known by the endonym "Eki-sho to bakufu".
More distinct human cultures began to form around the east and north Visean holdings around this time.
Contact was also established with a large underwater 'merfolk' empire in 1722 Pr.E, calling themselves the [[Aylae Aquaempiros]] (lit. Aylaen Water Empire), claiming heritage from a long-lost sunken proto-racial kingdom from the Runic Era.
The earliest Estorria-encompassing maps were created during this time, with the first one, the Nersermid Charter, created in 1728 Pr.E. Technology also progressed during this time, with the art of Runecasting first being discovered by Davoran engineers. Advancements in alchemy as well as the introduction of streamlined potentia harvesting techniques gave rise to a Potentia Golden Age. The First [[Estorrian Mortal Potentia Committee]] was convened, and ordered the mystic arts into six magical schools, facilitating the construction of Mystic Colleges to teach the power of Potentia to scholars.
However, the large amounts of technological advancements came to a halt in 1844 Pr.E, when a cataclysmic event occurred. The event was caused by an experiment gone awry around the Nordisk Peak on the northernmost point of Estorria. The seal which bounded the portal to the Soul Plain was shattered, bringing forth the [[Second Soul Breach]].
==== Second Soul Breach (1844 Pr.E - 2117 Pr.E) ====
The Second Soul Breach abruptly halted the Age of Venture as armies of Ghastic beings, now led by Liches created by Bolinthiar-Gar, streamed out of the Nordisk Peak. The Ghastic armies subjugated and wiped out all the colonies on the Arkcusian Ice Sheet, before sailing south towards Northern Visea. The Soul Breach caused panic across Estorria, and prompted the creation of the Palinthian Pact between the Visean Dominate, Davoran Collective, Ekishoto Empire, Aylae Aquaempiros, and the Sermider Impire - all the dominant major powers. Minor members also included the Regthormzd Krugzor Tibaz Kontrib'Unizon (Reformed Orcish Tribal Confederation), the Skovisian Grand Duchy, and the Vienian City-States.
A collective army comprised of members of all of the pact's members, including some mercenary bands, held a defensive line, dubbed the 'Northern Wall', stretching from the eastern Kurren Forest from the east, around the [[Postrich Dividing Range]], to the [[Vyadevsk Tundra]] in the west. The wall first comprised of a number of decentralized camps of troops defending against the Ghastic invaders, however as the campaign went on, became a physical wall of stone, dirt, and bodies. It reached up to 8 metrics in height in most areas, and had an average thickness of around 12 metrics. It was lastly ordained as the [[Palinthian Wall]].
Many specialized units were created during the campaign. The Visean Dominate established cavalry regiments comprising of centaurs, and scouting regiments of harpies. The Silver Order was also reactivated, as well as the creation of the [[Second Potejic Order]].
In the second decade of the campaign, in 1864 Pr.E, Dominus Treithan II struck a deal with Krazog, God of Blade, an ascended Orcish warrior, to create specifically designed blades to be used against the Ghastic armies, in return for Orcish freedom after the campaign. These blades, dubbed the Krazogan Blades, were extremely effective, and the Palinthian Pact steadily advanced and pushed back the invading armies. Another pact was formed by Impiorer Pasthar IV with God of Order and Honesty, Yangg, who sent his servant Seraphs to aid the Palinthians in battle.
The Ghastic forces were eventually overwhelmed and pushed to the sea in 1922 Pr.E, though they held out in Arkcusia for around two centuries further as repeated landing attempts failed. The Seventeenth Arkcusian landing succeeded in 2109 Pr.E, and the portal was sealed again in 2117 Pr.E.
==== Age of Tranquility (2117 Pr.E - 2657 Pr.E) ====
After the second vanquishing of a Ghastic invasion force, the Palinthian Pact held together. The Orcish Tribes were relinquished of tributary status as promised, and the old Palinthian Wall was repurposed and became a vital trade route between the western and eastern coasts, known as the [[Palinthian Road]]. With the establishment of this road, opportunistic Scorchlanders establish the '[[Frontier Trading Company]]'. The Seraphs of Yangg stick around the mortal realm to keep watch of Estorria, forming the [[Seraphic Order]].
During this time, the Feyan populations in the Visi Plateau, known to them as the Degrios Plateau, became culturally and racially distinct from the Feyans of Sermider, taking on darker skin tones and pearly white eyes. These populations called themselves the 'Drow', meaning 'dark'.
Around 2200 Pr.E, a number of Davorans move from their subterranean homes to begin to live on the surface, opting for rural agricultural roles such as farmers and fishermen. These Davorans overtime became a distinct race, dubbed 'Hobbits' or 'Halflings'.
In 2322 Pr.E, the [[Estorrian Mortal Potentia Committee]] established the School of Abstractus and School of Humanitas as the Seventh and Eighth Mystic Art schools. The committee orders the construction of its new headquarters on the Nordisk Peak, directly surrounding the portal to the Soul Plain, to ensure its continued seal. The Committee Headquarters is finished in 2349, and with its construction follows the establishment of Potentas, a small town surrounding the headquarters.
In 2457 Pr.E, the God of Prophecy, [[Pra'dispos]], through possession of the court mage of the Visean Dominate, Gelon Harkhand, writes the [[First Prophetic Manuscript]], telling of a cataclysmic event in which 'a punch from the heavens' will be thrown in two centuries time. A further possession occurs a year later in 2458 Pr.E where the [[Second Prophetic Manuscript]] is written, telling of a cataclysmic event in which 'an great axe wound shall appear on the ground they walk', which will occur in exactly one millenium.
In the year 2577 Pr.E, the Visean capital city of Havos expands itself downwards, creating an extensive Davoran quarter. A large scale project is undertaken at the same time, creating a subterranean trade road network towards the Davoran Collective. Around the same time, Potentas grows into a proper city.
Around 2600 Pr.E, the mage Grindol lifts large chunks of earth into the sky, imbuing them with Potentia and allowing them to float buoyantly in the air. He establishes his own realm on the largest of these islands, the [[Grindoler Kingdom]], which floats above the Southern Great Ocean.
==== Arrival of the Basyon Pillar & Aftermath (2658 Pr.E - 2700 Pr.E) ====
The Age of Tranquility ends in 2658 Pr.E, when the First Prophetic Manuscript's prophecy is validated, as a chunk of rock, comparable to the size of a mountain, crashes from the heavens like a fist. It crashes into the center of the Basyon Desert, instantly vaporizing the townships around the impact, before sending a shockwave which's wind could be felt as far as the orcish tribal lands. Surveying corps find that at the epicenter of the cataclysm lays a large pillar-like structure, measuring 1000 metrics in height, and 150 metrics in width. The construct is described to be dark and inscribed with kilometrics of indecipherable and advanced runes. The pillar glows an ominous red, and emits a low hum which brings discomfort to every listener.
The Visean Dominate immediately send research teams, as do many other nations. However, it is quickly shown with the arrival of the first research teams that the pillar emits a psychic mind altering aura, driving those in close proximity into a blood-lusted rage. The pillar is dubbed the 'Basyon Pillar' by academic circles. Observed by teams from camps from afar, the pillar is still a mystery to this day due to its hard-to-research nature.
The impact of the pillar crashing into Estorria damaged many parts of lands, as well as collapsing much of the Davoran Collective's subterranean civilization. The city of Pithl was in the vicinity of the impact, and therefore it, and all of its residents, were instantly killed. The immediate aftermath of the cataclysm was large scale panic across Estorria.
==== Peacebreaker War & end of the Palinthian Pact (2711 Pr.E - 3100 Pr.E) ====
== Deuxier Era ==
=== Early Deuxier Era (1 Dx.E - ) ===
== Troisier Era ==
=== Early Troisier Era (1 Tr.E - ) ===
== Quatremer Era ==
=== Early Quatremer Era (1 Qu.E - ) ===
2a3537ed911da27df36ce0c8e397c8ec0e8a5d53